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		<title>Star Wars: Legion/Tactics/CIS</title>
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		<updated>2019-11-04T05:33:31Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Count Dooku */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
==Why Play The Confederacy of Independent Systems==&lt;br /&gt;
&lt;br /&gt;
For commanders who are too cheap for conscripts.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*No moral obligation to bring your army home alive.&lt;br /&gt;
*Get to say, &amp;quot;Roger Roger,&amp;quot; a lot.&lt;br /&gt;
*[[Tyranids|Synapse]] style shenanigans&lt;br /&gt;
*Most of your units are Immune to suppression.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Jar-Jar Binks can out-think most of your units.&lt;br /&gt;
*I lost &#039;&#039;how many&#039;&#039; models this turn?&lt;br /&gt;
*[[Tyranids|Synapse]] style weaknesses.&lt;br /&gt;
*Your Units &#039;&#039;CAN&#039;&#039; still panic.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
&lt;br /&gt;
1-2 Selections&lt;br /&gt;
&lt;br /&gt;
The focal point of you army they often have game changing abilities.  Currently lacking any cheaper choices.&lt;br /&gt;
&lt;br /&gt;
====General Grevious====&lt;br /&gt;
As a four-armed, lightsaber-wielding, asthmatic cyborg, General Grevious can do a passable blender impression in melee.&lt;br /&gt;
&lt;br /&gt;
At 175 points, he&#039;s a decent chunk of your army.  With 8 wounds and a red defense die, he&#039;s fairly sturdy, but with only 2 courage, he&#039;s prone to &amp;quot;abandon ship&amp;quot; sooner than most commanders.  He also has &#039;&#039;&#039;Block&#039;&#039;&#039;, and &#039;&#039;&#039;Impervious&#039;&#039;&#039;, allowing him to stand toe-to-toe against the amount of focus-fire he&#039;s likely to draw.&lt;br /&gt;
&lt;br /&gt;
Against force-users, &#039;&#039;&#039;Jedi Hunter&#039;&#039;&#039; allows you to convert surge results to a crit - combine this with the &#039;&#039;Tenacity&#039;&#039; (or possibly &#039;&#039;Hunter&#039;&#039;) Training to give him a better chance to deal damage to enemy commanders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless&#039;&#039;&#039; allows you to make an attack after you perform a move action, and coupled with his &#039;&#039;DT-57 &amp;quot;Annihilator&amp;quot;&#039;&#039; pistol, he can dish out 4 dice (2 Black, 2 White) with &#039;&#039;&#039;Critical 1&#039;&#039;&#039; and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; while ducking between terrain.&lt;br /&gt;
&lt;br /&gt;
Speaking of terrain, Grevious has &#039;&#039;&#039;Scale&#039;&#039;&#039;, giving him the ability to make a free clamber maneuver after he moves.  In addition, he gains &#039;&#039;&#039;Unhindered&#039;&#039;&#039; and &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, meaning that Grevious can &amp;lt;s&amp;gt;hide&amp;lt;/s&amp;gt; attack from places most units couldn&#039;t get to easily.  Combined with the above &#039;&#039;&#039;Relentless&#039;&#039;&#039;, this lets you fire from atop cover and retreat behind it in one turn.&lt;br /&gt;
&lt;br /&gt;
His melee weapons consist of two, &amp;quot;Trophy Lightsabers,&amp;quot; which deal 1 Red, 2 Black, and 1 White dice in damage, with &#039;&#039;&#039;Impact 1&#039;&#039;&#039; and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.  Not great, not terrible.&lt;br /&gt;
&lt;br /&gt;
On top of everything else, he&#039;s got &#039;&#039;&#039;Arsenal 2&#039;&#039;&#039;, meaning he gets two attacks in melee, and his DT-57 has &#039;&#039;&#039;Versatile&#039;&#039;&#039;, allowing you to use it in melee, if you like.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Command Upgrades (x2 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.  Combine this with &#039;&#039;Crush Them!&#039;&#039; to try to get at least 2 surge tokens on four of your units.  Really good.  Take this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.  Having one unit equipped with &#039;&#039;HQ Uplink&#039;&#039; costs the same, and allows them to get an order even if your General is dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Works great if you have tons of cheap infantry to serve as body guard (and you do), and stacks with his &#039;&#039;Supreme Commander&#039;&#039; card, giving friendly units at range 1 &#039;&#039;&#039;Guardian 3&#039;&#039;&#039; for one turn, allowing your general to make it into melee unharmed.  Pretty good, in larger point games.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Okay.  We have &#039;&#039;&#039;Coordinate: Droid Trooper&#039;&#039;&#039; and &#039;&#039;HQ Uplink&#039;&#039;, though, so we don&#039;t really need this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  Helps make up for our Grievous&#039; pretty low courage value.  For 5 points, it&#039;s well worth it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Training Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 suppression while being shot at, for cover.  Pretty meh for 8 points, and with only 2 courage, you risk losing an action on your activation, unless you&#039;re also running Strict Orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 suppression for free.  Pretty situational.  If you&#039;re getting hit with 2-3 suppression a turn, it might help, but you&#039;re probably doing something wrong.  Better off with Strict Orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded &#039;&#039;trooper&#039;&#039; unit, get 1 free aim token.  Pretty okay, if you&#039;re only going to attack basic troops, but for 2 fewer points, you could take &#039;&#039;Tenacity&#039;&#039;, to get an extra red attack die against any unit (in melee).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, making your standby range 1-3.  No, just no.  Grievous doesn&#039;t even have a ranged weapon that has range 3, so you&#039;re better off taking anything else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a &#039;&#039;melee&#039;&#039; attack, while you are wounded, gain 1 red attack die.  Pretty good, considering your General is likely to draw a lot of fire.  Only works in melee, but that is where he does the most damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Armament Upgrade (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-57 &amp;quot;&#039;&#039;Annihilator&#039;&#039;&amp;quot;&#039;&#039; (12 pts.) - Gives Grievous a ranged attack option with 2 Black and 2 White dice.  Price is a bit high, but this allows his to do &#039;&#039;something&#039;&#039; with &#039;&#039;&#039;Relentless&#039;&#039;&#039; when he can&#039;t/shouldn&#039;t get into melee.  Range 1-2 is meh, but &#039;&#039;&#039;Critical 1&#039;&#039;&#039; and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; is nice.  &#039;&#039;&#039;Versitile&#039;&#039;&#039; lets you use this in melee, in place of one of his lightsabers, if you really need to fish for crits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Crush Them!&#039;&#039; - [General Grievous &amp;amp; 2 Units] - When General Grievous issues an order to a unit, that unit gains 1 surge token for each defeated enemy unit.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Supreme Commander&#039;&#039; - [2 Troopers] - General Grievous gains 1 surge token for each other friendly trooper at range 1.  While another friendly trooper unit has a faceup order token, it gains &#039;&#039;&#039;Guardian 2&#039;&#039;&#039;, and can use Guardian during a melee attack.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Trained in Your Jedi Arts&#039;&#039; - [General Grievous] - General Grievous gains Disengage, and 1 dodge token.  At the end of his activation, he may perform an attack against each enemy unit at range 1 using the following weapon: (Range 1, &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, &#039;&#039;&#039;Versatile&#039;&#039;&#039;, 1 red, 2 black, 1 white dice)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
How best to use him goes here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Count Dooku====&lt;br /&gt;
&#039;&#039;(Currently on Pre-Order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
He trains people in your Jedi arts.&lt;br /&gt;
&lt;br /&gt;
On the surface, he looks a lot like Luke Skywalker, with speed 2, 6 wounds, 3 courage, &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;, &#039;&#039;&#039;Deflect&#039;&#039;&#039;, a red defense die and the ability to convert surges to crits.  Don&#039;t be fooled, however, Dooku is a much different &amp;lt;s&amp;gt;animal&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Jedi&amp;lt;/s&amp;gt; Sith.&lt;br /&gt;
&lt;br /&gt;
At 205 points, he&#039;s second only to Emperor Palpatine in terms of cost, making him a pretty expensive Commander, but his &#039;&#039;&#039;Cunning&#039;&#039;&#039; special rule allows you to potentially activate first to help keep your army one step ahead of your opponent.  &#039;&#039;&#039;Master of the Force 2&#039;&#039;&#039; allows twice the space-magic goodness per turn, at the cost of sinking even more points into one unit.&lt;br /&gt;
&lt;br /&gt;
His weapons do not disappoint - Dooku is nearly as potent as Vader in terms of raw dice, dishing out 5 red dice (&#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Pierce 2&#039;&#039;&#039;) with his lightsaber, and at range 1-2, he can do 5 black dice (&#039;&#039;&#039;Pierce 1&#039;&#039;&#039;, &#039;&#039;&#039;Scatter&#039;&#039;&#039;) with his  throw attack.  The &#039;&#039;&#039;Scatter&#039;&#039;&#039; rule on his ranged attack allows you to re-arrange small-base units around their leader (within cohesion), giving your roger-rogers more targets to blast.&lt;br /&gt;
&lt;br /&gt;
Finally, &#039;&#039;&#039;Makashi Master&#039;&#039;&#039; allows you to reduce your Pierce value by 1 on a melee attack ignore &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;.  Puts the hurt on Commanders and Operatives that don&#039;t have good defense, otherwise.  Disgusting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Force Upgrades (x3 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&#039;&#039;(He&#039;s probably a Dark Side user, thought that not confirmed, at the moment.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.  Same points as HQ Uplink, but you can change who&#039;s getting the orders, and it comes from your commander.  Situational, but okay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.  Very nice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.  Very nice.  Save your guys from melee, or pull enemies from behind cover/terrain so your droids can blast &#039;em.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).&lt;br /&gt;
&lt;br /&gt;
This counts as your attack action for the turn, but allows you to throw 3 red dice with Impact 2 and Pierce 2 at someone, instead of using your lighting.  The price is a little high for someone who already has a ranged attack with 5 black dice, Pierce 1 and Scatter for free.  Situational.  If you have this when you use &#039;&#039;Fear, Surprise and Intimidation&#039;&#039; you could use &#039;&#039;both&#039;&#039; weapons at once, and dish out 2 suppression tokens.  Very scary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Demoralize 1&#039;&#039;&#039;, letting you give 1 suppression token to enemy units at range 1-2.  For three points, its pretty good, but Dooku has to &#039;&#039;activate&#039;&#039; that close for it to work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Command Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. Surge increases a B1 mini&#039;s odds to hit by 50%, and doubles their odds of blocking one, when defending. Combine this with Crush Them! to try to get at least 2 surge tokens on four of your units by combining abilities/effects. Really good. Take this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4. Pretty meh. On smaller battlefields, this isn&#039;t even needed. On larger ones, its situational. Having one unit equipped with &#039;&#039;HQ Uplink&#039;&#039; costs the same, though, and allows them to get an order even if your General is dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment. Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though. Works great if you have tons of cheap infantry to serve as body guard (and you do).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool. Okay. Sort of works with his &#039;&#039;Double the Fall&#039;&#039; card, if you happen to have a lot of token in the order pool, but between your B1&#039;s, and &#039;&#039;HQ Uplink&#039;&#039;, it is situational, at best.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  For 5 points, it&#039;s well worth it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;You Disappoint Me&#039;&#039; - [Count Dooku &amp;amp; 2 Units] - When Count Dooku issues an order to a unit, that unit gains 1 dodge token.  After Count Dooku performs a ranged attack against a trooper unit, he may perform a speed 2 move with that unit.&lt;br /&gt;
&lt;br /&gt;
Hilarious when combined with his lightning&#039;s Scatter ability, and force push.  Drag an enemy unit/commander into the guns of your droids, and away from his troops, or just into Grievous&#039; lightsabers.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Double the Fall&#039;&#039; - [Count Dooku &amp;amp; 1 Unit] - At the start of the activation phase, if Count Dooku has a faceup order token, he may return it to the order pool and choose 2 other enemy units at range 1-2, and bring their order tokens back to their order pool.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Fear, Surprise and Intimidation&#039;&#039; - [Count Dooku] - Count Dooku gains Arsenal 2, Relentless, and all his ranged weapons gain &#039;&#039;&#039;Versatile&#039;&#039;&#039;.  After an attack, each defender gains 2 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
This can be devastating, particularly against units that don&#039;t have a melee weapon.  Normally, they aren&#039;t forced to, &amp;quot;pile in,&amp;quot; and thus when you kill the one you are base-to-base with, the rest can act normally when they activate.  If you go for the unit leader, &#039;&#039;&#039;Scatter&#039;&#039;&#039; on Dooku&#039;s Lightning lets you pull the rest of the unit into melee, too.  Synergizes with the use of &#039;&#039;Force Push&#039;&#039; to help move said squads into range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
How best to use him goes here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
====B1 Battle Droids====&lt;br /&gt;
&#039;&#039;&amp;quot;Roger, roger.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your basic infantry squad.  With 1 wound, 1 courage, and white dice for both attack and defense, don&#039;t expect them to do much on their own, but quantity has a quality all its own.  In general, try to build the biggest squads you can, unless you can drop enough extra personnel to pay for another basic squad.  This makes units harder to wipe in one bad round of shooting, in the former, and more targets to you opponent to spread their fire over, in the latter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AI: Attack&#039;&#039;&#039; forces each squad to make an attack action, if able, before it can do anything else, if it doesn&#039;t have a faceup order token.  This is hardly ever what you want to do first, which means your &#039;bots really start to suffer if your commander is knocked out, but there are ways around this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coordinate: Droid Trooper&#039;&#039;&#039; lets you issue an order to a nearby Droid Trooper squad at range one, allowing one order to one of your B1 units to potentially copy+paste orders to most of your army.  Handy.  If you&#039;re concerned about a squad being left out, remember, with so many models in each squad, that range 1 coherence allows you to stretch out pretty far in both directions, at the cost of cover.  If you have better things to do with your orders, or if you think your Commander is going to be too far away (or focused to death quickly), you can equip one squad with &#039;&#039;HQ Uplink&#039;&#039; (10 pts.) to still allow your droids to ignore their &#039;&#039;&#039;AI: Attack&#039;&#039;&#039; rule.  &#039;&#039;Long-Range Comlink&#039;&#039; costs the same, but requires your nominated commander to be alive for you to get your points-worth out of it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Heavy Weapon Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-5C B1 Trooper&#039;&#039; (18 pts.) - Adds a &#039;bot with a machine gun analog &#039;&#039;&#039;-Always-&#039;&#039;&#039; take this if you take nothing else, as its 3 black dice will contribute about the same statistical damage as all &#039;&#039;six&#039;&#039; of your standard troopers put together.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-60R B1 Trooper&#039;&#039; (20 pts.) - Try to guess what the &#039;R&#039; stands for.  Adds a &#039;bot with a rocket launcher, who gets tired when you fire it.  Unsurprisingly, this one is pretty good versus vehicles and things with armor.  1 red and 2 black dice is the most any B1 has the ability to dish out on their own, and &#039;&#039;&#039;Impact 2&#039;&#039;&#039; allows two of those hits to be crits.  Range 2-4 is, again, good for hunting vehicles so long as they don&#039;t get too close, and the price is fair, considering this one doesn&#039;t have cumbersome.  A solid buy, when the situation calls for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-5S B1 Trooper&#039;&#039; (20 pts.) - Adds a &#039;bot with a sniper rifle.  It can shoot range 1-4, rolls 1 red and 1 white dice, and has Critical 1, to turn hits into crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Radiation Cannon B1 Trooper&#039;&#039; (??? pts.) - Adds a bot with... a radiation cannon.  Has range 1-2, but no word on its damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Personnel Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B1 Battle Droid&#039;&#039; (6 pts.) - Another basic clanker.  Adding one more as a buffer between incoming fire and your E-5C weapon is a good call, if you have nothing better to spend the points on.  If you have a lot of squads, however, consider just taking another basic B1 squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;OOM-Series Battle Droid&#039;&#039; (??? pts.) - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B1 Secruity Droid&#039;&#039; (9 pts.) - Add a Security Droid mini, allowing you to exhaust its card to ignore &#039;&#039;&#039;AI: Attack&#039;&#039;&#039; on the attached unit, until the end of the activation.  For three points more than the regular B1, its an okay way to get around breaks in your command chain, or function for a turn after you commander dies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Comms Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Really bad if your opponent has this equipped to a melee-heavy squad.  Even though our B1s aren&#039;t that good in melee, a squad or two equipped with these in a larger point game can prevent vehicles/elite infantry/Commanders from from getting face-up orders, if you&#039;re willing to sacrifice a minimum of 51 points per squad to accomplish this.  Not useless, but not great, either.  Consider something else, for the points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  This has the potential to allow a unit at the end of your B1 conga-line to still receive orders, but for 5 more points, you could give anything that&#039;s not a Commander &#039;&#039;HQ Uplink&#039;&#039;, instead.&lt;br /&gt;
&lt;br /&gt;
You could also arrange your army in such a way that a B1 squad could pass an order to a non-Trooper squad, and still get an order token from another B1 squad through the &#039;&#039;&#039;Coordinate: Droid Trooper&#039;&#039;&#039; rule. This is pretty niche, and relies on you issuing 2 orders a turn, or else having a B1 squad equipped with &#039;&#039;HQ Uplink&#039;&#039;. In the former case, you could potentially save 5 points over taking &#039;&#039;HQ Uplink&#039;&#039;, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from &#039;&#039;Aggressive Tactics&#039;&#039;.  Note that this counts as the unit issuing an order to &amp;quot;itself&amp;quot; so cards like &#039;&#039;Crush Them!&#039;&#039; don&#039;t apply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Integrated Comms Antenna&#039;&#039; (3 pts.) is a Droid Trooper-only upgrade. Cheaper than Long Range Comlink by 7 points, but instead of, infinite, range on your commander&#039;s orders, you only get range 1-4, which should be plenty, under most circumstances. Somewhat cheaper than giving your commander &#039;&#039;Commanding Presence&#039;&#039; (10 pts.), and more slot efficient, while still having the same range. You could outfit 3 B1 units with this and still save a point over giving Grevious or Dooku the longer range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Gear Upgrades (x0 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.  B1 Battle Droids can ignore this card&#039;s &#039;&#039;Gear&#039;&#039; upgrade icon requirement.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
How best to use them goes here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====B2 Super Battle Droids====&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Very much, &amp;quot;super,&amp;quot; compared to the B1s.  These guys have 2 wounds and 2 courage, a black dice in melee, and a black and a white die on their ranged attacks, but their range in only 1-2, and they still only save on a white die.  &lt;br /&gt;
&lt;br /&gt;
Luckily, they have Armor 1 to soak one hit a round.&lt;br /&gt;
&lt;br /&gt;
Compared to the larger squads of B1s, which can hit 8 models in a single squad, B2s come in groups of 3 by default.  Like their smaller cousins, they aren&#039;t the brightest minds on the battlefield, and get the same AI: Attack rule, along with all its drawbacks.&lt;br /&gt;
&lt;br /&gt;
Unlike the B1s, they lack the ability to copy orders to other squads, meaning B2s are best deployed at the end of a line of B1s to avoid wasting a potential order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Heavy Weapon Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B2-ACM Trooper&#039;&#039; (?? pts.) - Adds a big &#039;bot with a range 1-2 gun that has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B2-HA Trooper&#039;&#039; (?? pts.) - Adds a big &#039;bot with a range 2-3 gun that has 2 red and 1 white dice.  Has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and something called &#039;&#039;&#039;Cycle&#039;&#039;&#039;, but no word on what that does yet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Personnel Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B2 Super Battle Droid&#039;&#039; (16 pts.) - Adds another big &#039;bot to the unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Comms Upgrade (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Really bad if your opponent has this equipped to a melee-heavy squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from &#039;&#039;Aggressive Tactics&#039;&#039;.  Note that this counts as the unit issuing an order to &#039;&#039;itself&#039;&#039; so cards like &#039;&#039;Crush Them!&#039;&#039; don&#039;t apply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Integrated Comms Antenna&#039;&#039; (3 pts.) is a Droid Trooper-only upgrade. Cheaper than Long Range Comlink by 7 points, but instead of, infinite, range on your commander&#039;s orders, you only get range 1-4, which should be plenty, under most circumstances. Somewhat cheaper than giving your commander &#039;&#039;Commanding Presence&#039;&#039; (10 pts.), and more slot efficient, while still having the same range. You could outfit 3 B2 units with this and still save a point over giving Grevious or Dooku the longer range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
Up to 3 Selections&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
Up to 3 Selections.&lt;br /&gt;
&lt;br /&gt;
====Droidekas====&lt;br /&gt;
The biggest drawback about these units might be the fact that you have to build them &#039;&#039;&#039;-twice-&#039;&#039;&#039;, once for wheel-mode, and one for its regular mode.  Seriously, what&#039;s the Wheel Mode token for?&lt;br /&gt;
&lt;br /&gt;
Droidekas excel at defense against ranged attacks.  Out of all the Core units, they are the only ones that convert &#039;&#039;any&#039;&#039; surge results by default, and they do this for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Comms Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Comms Jammer (15 pts.) - Prevents enemy units at range 1 from receiving orders. Really bad if your opponent has this equipped to a melee-heavy squad.  If said squad is getting close enough to your Droidekas for them to use this, you&#039;re doing something wrong.  No, just no.&lt;br /&gt;
&lt;br /&gt;
Comms Relay (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  We have B1s for that, but might have some niche use.&lt;br /&gt;
&lt;br /&gt;
HQ Uplink (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from Aggressive Tactics. Note that this counts as the unit issuing an order to itself so cards like Crush Them! don&#039;t apply. Put one on your Droideka unit.&lt;br /&gt;
&lt;br /&gt;
Linked Targeting Array (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
Long-Range Comlink (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Avoid melee at all costs-&#039;&#039;&#039;.  You don&#039;t even get an attack in melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Range is your best friend-&#039;&#039;&#039;.  Their guns fire at range 1-3 (dealing 1 red and 2 black dice apiece), but have a Fixed: Front facing, meaning very fast units, or ones very close, can avoid its firing arc simply by moving (or getting into melee with you).  In tight spaces, especially with lots of blocking terrain, they aren&#039;t very maneuverable.  Your best bet is to park them somewhere where they can shoot at something without having to waste an action re-positioning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Pivot, Rather Than Move-&#039;&#039;&#039; Moving, even at speed 1, takes you closer to your opponent.  Use pivot, when you can, to rotate 90 degrees, without getting closer.  See above.&lt;br /&gt;
&lt;br /&gt;
In Wheel-mode, they gain Cover 2, essentially giving you heavy cover while you re-position yourself.  In their standard mode, they have Shielded 4, letting you add up to 4 block results while defending against ranged attacks, and Generator 1 allows you to get one of your shield tokens back a round.  If you can get an aim token on them (through nearby B1s with Electrobinoculars or Linked Targeting Array) and have nothing better to do, dodging makes these units even more of a pain to remove from the board.&lt;br /&gt;
&lt;br /&gt;
Droidekas are fast in wheel-mode, but this means that they cannot fire or flip their shield tokens (up or down) on the turn they do this.  Seeing as one unit of Droidekas costs about the same as 2-3 units of B1s, 1-2 units of B2s, or roughly half as much as Grevious or  Dooku, we want to shoot and use their shields as much as possible.&lt;br /&gt;
&lt;br /&gt;
That said, they have the potential to speed around the sides of Heavy units to attack more a vulnerable facing, and can be a distraction for your opponent, because if they aren&#039;t dealt with before they can set up, they can do some damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
Up to 2 Selections&lt;br /&gt;
&lt;br /&gt;
====AAT Trade Federation Battle Tank====&lt;br /&gt;
&#039;&#039;(Currently on Pre-Order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Pilot Upgrade (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-Series Tactical Droid Pilot&#039;&#039; (5 pts.) - Your tank loses &#039;&#039;&#039;AI:Attack&#039;&#039;&#039;, and you gain &#039;&#039;&#039;Field Commander&#039;&#039;&#039;, allowing you to make the tank your commander, after you play a neutral command card, like &#039;&#039;Standing Orders&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lok Durd&#039;&#039; (??? pts.) - Not even sure if he&#039;ll be a pilot, but the pre-order blurb implies he&#039;ll be released with this tank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Ordinance Upgrades (x2 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently Unknown)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Comms Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Since you&#039;re vulnerable to attack from the rear facing, and your main gun has a minimum range of 2, you shouldn&#039;t take this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  Let&#039;s be honest, if you&#039;re issuing an order to this tank, its probably because you want to use it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from &#039;&#039;Aggressive Tactics&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
How best to use the tank goes here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Star Wars]] [[Category:Star Wars: Legion]] [[Category:Star Wars: Legion Tactics]] [[Category: Wargaming Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/CIS&amp;diff=451018</id>
		<title>Star Wars: Legion/Tactics/CIS</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/CIS&amp;diff=451018"/>
		<updated>2019-11-04T05:33:04Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Count Dooku */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
==Why Play The Confederacy of Independent Systems==&lt;br /&gt;
&lt;br /&gt;
For commanders who are too cheap for conscripts.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*No moral obligation to bring your army home alive.&lt;br /&gt;
*Get to say, &amp;quot;Roger Roger,&amp;quot; a lot.&lt;br /&gt;
*[[Tyranids|Synapse]] style shenanigans&lt;br /&gt;
*Most of your units are Immune to suppression.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Jar-Jar Binks can out-think most of your units.&lt;br /&gt;
*I lost &#039;&#039;how many&#039;&#039; models this turn?&lt;br /&gt;
*[[Tyranids|Synapse]] style weaknesses.&lt;br /&gt;
*Your Units &#039;&#039;CAN&#039;&#039; still panic.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
&lt;br /&gt;
1-2 Selections&lt;br /&gt;
&lt;br /&gt;
The focal point of you army they often have game changing abilities.  Currently lacking any cheaper choices.&lt;br /&gt;
&lt;br /&gt;
====General Grevious====&lt;br /&gt;
As a four-armed, lightsaber-wielding, asthmatic cyborg, General Grevious can do a passable blender impression in melee.&lt;br /&gt;
&lt;br /&gt;
At 175 points, he&#039;s a decent chunk of your army.  With 8 wounds and a red defense die, he&#039;s fairly sturdy, but with only 2 courage, he&#039;s prone to &amp;quot;abandon ship&amp;quot; sooner than most commanders.  He also has &#039;&#039;&#039;Block&#039;&#039;&#039;, and &#039;&#039;&#039;Impervious&#039;&#039;&#039;, allowing him to stand toe-to-toe against the amount of focus-fire he&#039;s likely to draw.&lt;br /&gt;
&lt;br /&gt;
Against force-users, &#039;&#039;&#039;Jedi Hunter&#039;&#039;&#039; allows you to convert surge results to a crit - combine this with the &#039;&#039;Tenacity&#039;&#039; (or possibly &#039;&#039;Hunter&#039;&#039;) Training to give him a better chance to deal damage to enemy commanders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless&#039;&#039;&#039; allows you to make an attack after you perform a move action, and coupled with his &#039;&#039;DT-57 &amp;quot;Annihilator&amp;quot;&#039;&#039; pistol, he can dish out 4 dice (2 Black, 2 White) with &#039;&#039;&#039;Critical 1&#039;&#039;&#039; and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; while ducking between terrain.&lt;br /&gt;
&lt;br /&gt;
Speaking of terrain, Grevious has &#039;&#039;&#039;Scale&#039;&#039;&#039;, giving him the ability to make a free clamber maneuver after he moves.  In addition, he gains &#039;&#039;&#039;Unhindered&#039;&#039;&#039; and &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, meaning that Grevious can &amp;lt;s&amp;gt;hide&amp;lt;/s&amp;gt; attack from places most units couldn&#039;t get to easily.  Combined with the above &#039;&#039;&#039;Relentless&#039;&#039;&#039;, this lets you fire from atop cover and retreat behind it in one turn.&lt;br /&gt;
&lt;br /&gt;
His melee weapons consist of two, &amp;quot;Trophy Lightsabers,&amp;quot; which deal 1 Red, 2 Black, and 1 White dice in damage, with &#039;&#039;&#039;Impact 1&#039;&#039;&#039; and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.  Not great, not terrible.&lt;br /&gt;
&lt;br /&gt;
On top of everything else, he&#039;s got &#039;&#039;&#039;Arsenal 2&#039;&#039;&#039;, meaning he gets two attacks in melee, and his DT-57 has &#039;&#039;&#039;Versatile&#039;&#039;&#039;, allowing you to use it in melee, if you like.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Command Upgrades (x2 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.  Combine this with &#039;&#039;Crush Them!&#039;&#039; to try to get at least 2 surge tokens on four of your units.  Really good.  Take this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.  Having one unit equipped with &#039;&#039;HQ Uplink&#039;&#039; costs the same, and allows them to get an order even if your General is dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Works great if you have tons of cheap infantry to serve as body guard (and you do), and stacks with his &#039;&#039;Supreme Commander&#039;&#039; card, giving friendly units at range 1 &#039;&#039;&#039;Guardian 3&#039;&#039;&#039; for one turn, allowing your general to make it into melee unharmed.  Pretty good, in larger point games.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Okay.  We have &#039;&#039;&#039;Coordinate: Droid Trooper&#039;&#039;&#039; and &#039;&#039;HQ Uplink&#039;&#039;, though, so we don&#039;t really need this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  Helps make up for our Grievous&#039; pretty low courage value.  For 5 points, it&#039;s well worth it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Training Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 suppression while being shot at, for cover.  Pretty meh for 8 points, and with only 2 courage, you risk losing an action on your activation, unless you&#039;re also running Strict Orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 suppression for free.  Pretty situational.  If you&#039;re getting hit with 2-3 suppression a turn, it might help, but you&#039;re probably doing something wrong.  Better off with Strict Orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded &#039;&#039;trooper&#039;&#039; unit, get 1 free aim token.  Pretty okay, if you&#039;re only going to attack basic troops, but for 2 fewer points, you could take &#039;&#039;Tenacity&#039;&#039;, to get an extra red attack die against any unit (in melee).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, making your standby range 1-3.  No, just no.  Grievous doesn&#039;t even have a ranged weapon that has range 3, so you&#039;re better off taking anything else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a &#039;&#039;melee&#039;&#039; attack, while you are wounded, gain 1 red attack die.  Pretty good, considering your General is likely to draw a lot of fire.  Only works in melee, but that is where he does the most damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Armament Upgrade (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-57 &amp;quot;&#039;&#039;Annihilator&#039;&#039;&amp;quot;&#039;&#039; (12 pts.) - Gives Grievous a ranged attack option with 2 Black and 2 White dice.  Price is a bit high, but this allows his to do &#039;&#039;something&#039;&#039; with &#039;&#039;&#039;Relentless&#039;&#039;&#039; when he can&#039;t/shouldn&#039;t get into melee.  Range 1-2 is meh, but &#039;&#039;&#039;Critical 1&#039;&#039;&#039; and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; is nice.  &#039;&#039;&#039;Versitile&#039;&#039;&#039; lets you use this in melee, in place of one of his lightsabers, if you really need to fish for crits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Crush Them!&#039;&#039; - [General Grievous &amp;amp; 2 Units] - When General Grievous issues an order to a unit, that unit gains 1 surge token for each defeated enemy unit.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Supreme Commander&#039;&#039; - [2 Troopers] - General Grievous gains 1 surge token for each other friendly trooper at range 1.  While another friendly trooper unit has a faceup order token, it gains &#039;&#039;&#039;Guardian 2&#039;&#039;&#039;, and can use Guardian during a melee attack.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Trained in Your Jedi Arts&#039;&#039; - [General Grievous] - General Grievous gains Disengage, and 1 dodge token.  At the end of his activation, he may perform an attack against each enemy unit at range 1 using the following weapon: (Range 1, &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, &#039;&#039;&#039;Versatile&#039;&#039;&#039;, 1 red, 2 black, 1 white dice)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
How best to use him goes here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Count Dooku====&lt;br /&gt;
&#039;&#039;(Currently on Pre-Order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
He trains people in your Jedi arts.&lt;br /&gt;
&lt;br /&gt;
On the surface, he looks a lot like Luke Skywalker, with speed 2, 6 wounds, 3 courage, &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;, &#039;&#039;&#039;Deflect&#039;&#039;&#039;, a red defense die and the ability to convert surges to crits.  Don&#039;t be fooled, however, Dooku is a much different &amp;lt;s&amp;gt;animal&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Jedi&amp;lt;/s&amp;gt; Sith.&lt;br /&gt;
&lt;br /&gt;
At 205 points, he&#039;s second only to Emperor Palpatine in terms of cost, making him a pretty expensive Commander, but his &#039;&#039;&#039;Cunning&#039;&#039;&#039; special rule allows you to potentially activate first to help keep your army one step ahead of your opponent.  &#039;&#039;&#039;Master of the Force 2&#039;&#039;&#039; allows twice the space-magic goodness per turn, at the cost of sinking even more points into one unit.&lt;br /&gt;
&lt;br /&gt;
His weapons do not disappoint - Dooku is nearly as potent as Vader in terms of raw dice, dishing out 5 red dice (&#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Pierce 2&#039;&#039;&#039;) with his lightsaber, and at range 1-2, he can do 5 black dice (&#039;&#039;&#039;Pierce 1&#039;&#039;&#039;, &#039;&#039;&#039;Scatter&#039;&#039;&#039;) with his  throw attack.  The &#039;&#039;&#039;Scatter&#039;&#039;&#039; rule on his ranged attack allows you to re-arrange small-base units around their leader (within cohesion), giving your roger-rogers more targets to blast.&lt;br /&gt;
&lt;br /&gt;
Finally, &#039;&#039;&#039;Makashi Master&#039;&#039;&#039; allows you to reduce your Pierce value by 1 on a melee attack ignore &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;.  Puts the hurt on Commanders and Operatives that don&#039;t have good defense, otherwise.  Disgusting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Force Upgrades (x3 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&#039;&#039;(He&#039;s probably a Dark Side user, thought that not confirmed, at the moment.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.  Same points as HQ Uplink, but you can change who&#039;s getting the orders, and it comes from your commander.  Situational, but okay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.  Very nice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.  Very nice.  Save your guys from melee, or pull enemies from behind cover/terrain so your droids can blast &#039;em.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).&lt;br /&gt;
&lt;br /&gt;
This counts as your attack action for the turn, but allows you to throw 3 red dice with Impact 2 and Pierce 2 at someone, instead of using your lighting.  The price is a little high for someone who already has a ranged attack with 5 black dice, Pierce 1 and Scatter for free.  Situational.  If you have this when you use &#039;&#039;Fear, Surprise and Intimidation&#039;&#039; you could use &#039;&#039;both&#039;&#039; weapons at once, and dish out 2 suppression tokens.  Very scary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Demoralize 1&#039;&#039;&#039;, letting you give 1 suppression token to enemy units at range 1-2.  For three points, its pretty good, but Dooku has to &#039;&#039;activate&#039;&#039; that close for it to work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Command Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. Surge increases a B1 mini&#039;s odds to hit by 50%, and doubles their odds of blocking one, when defending. Combine this with Crush Them! to try to get at least 2 surge tokens on four of your units by combining abilities/effects. Really good. Take this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4. Pretty meh. On smaller battlefields, this isn&#039;t even needed. On larger ones, its situational. Having one unit equipped with &#039;&#039;HQ Uplink&#039;&#039; costs the same, though, and allows them to get an order even if your General is dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment. Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though. Works great if you have tons of cheap infantry to serve as body guard (and you do).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool. Okay. Sort of works with his &#039;&#039;Double the Fall&#039;&#039; card, if you happen to have a lot of token in the order pool, but between your B1&#039;s, and &#039;&#039;HQ Uplink&#039;&#039;, it is situational, at best.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  For 5 points, it&#039;s well worth it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;You Disappoint Me&#039;&#039; - [Count Dooku &amp;amp; 2 Units] - When Count Dooku issues an order to a unit, that unit gains 1 dodge token.  After Count Dooku performs a ranged attack against a trooper unit, he may perform a speed 2 move with that unit.&lt;br /&gt;
&lt;br /&gt;
Hilarious when combined with his lightning&#039;s Scatter ability, and force push.  Drag an enemy unit/commander into the guns of your droids, and away from his troops, or just into Grievous&#039; lightsabers.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Double the Fall&#039;&#039; - [Count Dooku &amp;amp; 1 Unit] - At the start of the activation phase, if Count Dooku has a faceup order token, he may return it to the order pool and choose 2 other enemy units at range 1-2, and bring their order tokens back to their order pool.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Fear, Surprise and Intimidation&#039;&#039; - [Count Dooku] - Count Dooku gains Arsenal 2, Relentless, and all his ranged weapons gain &#039;&#039;&#039;Versatile&#039;&#039;&#039;.  After an attack, each defender gains 2 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
This can be devastating, particularly against units that don&#039;t have a melee weapon.  Normally, they aren&#039;t forced to, &amp;quot;pile in,&amp;quot; and thus when you kill the one you are base-to-base with, the rest can act normally when they activate.  If you go for the unit leader, &#039;&#039;&#039;Scatter&#039;&#039;&#039; on Dooku&#039;s Lightning lets you pull the rest of the unit into melee, too.  Synergizes with the use of Force Push to help move said squads into range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
How best to use him goes here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
====B1 Battle Droids====&lt;br /&gt;
&#039;&#039;&amp;quot;Roger, roger.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your basic infantry squad.  With 1 wound, 1 courage, and white dice for both attack and defense, don&#039;t expect them to do much on their own, but quantity has a quality all its own.  In general, try to build the biggest squads you can, unless you can drop enough extra personnel to pay for another basic squad.  This makes units harder to wipe in one bad round of shooting, in the former, and more targets to you opponent to spread their fire over, in the latter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AI: Attack&#039;&#039;&#039; forces each squad to make an attack action, if able, before it can do anything else, if it doesn&#039;t have a faceup order token.  This is hardly ever what you want to do first, which means your &#039;bots really start to suffer if your commander is knocked out, but there are ways around this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coordinate: Droid Trooper&#039;&#039;&#039; lets you issue an order to a nearby Droid Trooper squad at range one, allowing one order to one of your B1 units to potentially copy+paste orders to most of your army.  Handy.  If you&#039;re concerned about a squad being left out, remember, with so many models in each squad, that range 1 coherence allows you to stretch out pretty far in both directions, at the cost of cover.  If you have better things to do with your orders, or if you think your Commander is going to be too far away (or focused to death quickly), you can equip one squad with &#039;&#039;HQ Uplink&#039;&#039; (10 pts.) to still allow your droids to ignore their &#039;&#039;&#039;AI: Attack&#039;&#039;&#039; rule.  &#039;&#039;Long-Range Comlink&#039;&#039; costs the same, but requires your nominated commander to be alive for you to get your points-worth out of it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Heavy Weapon Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-5C B1 Trooper&#039;&#039; (18 pts.) - Adds a &#039;bot with a machine gun analog &#039;&#039;&#039;-Always-&#039;&#039;&#039; take this if you take nothing else, as its 3 black dice will contribute about the same statistical damage as all &#039;&#039;six&#039;&#039; of your standard troopers put together.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-60R B1 Trooper&#039;&#039; (20 pts.) - Try to guess what the &#039;R&#039; stands for.  Adds a &#039;bot with a rocket launcher, who gets tired when you fire it.  Unsurprisingly, this one is pretty good versus vehicles and things with armor.  1 red and 2 black dice is the most any B1 has the ability to dish out on their own, and &#039;&#039;&#039;Impact 2&#039;&#039;&#039; allows two of those hits to be crits.  Range 2-4 is, again, good for hunting vehicles so long as they don&#039;t get too close, and the price is fair, considering this one doesn&#039;t have cumbersome.  A solid buy, when the situation calls for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-5S B1 Trooper&#039;&#039; (20 pts.) - Adds a &#039;bot with a sniper rifle.  It can shoot range 1-4, rolls 1 red and 1 white dice, and has Critical 1, to turn hits into crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Radiation Cannon B1 Trooper&#039;&#039; (??? pts.) - Adds a bot with... a radiation cannon.  Has range 1-2, but no word on its damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Personnel Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B1 Battle Droid&#039;&#039; (6 pts.) - Another basic clanker.  Adding one more as a buffer between incoming fire and your E-5C weapon is a good call, if you have nothing better to spend the points on.  If you have a lot of squads, however, consider just taking another basic B1 squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;OOM-Series Battle Droid&#039;&#039; (??? pts.) - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B1 Secruity Droid&#039;&#039; (9 pts.) - Add a Security Droid mini, allowing you to exhaust its card to ignore &#039;&#039;&#039;AI: Attack&#039;&#039;&#039; on the attached unit, until the end of the activation.  For three points more than the regular B1, its an okay way to get around breaks in your command chain, or function for a turn after you commander dies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Comms Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Really bad if your opponent has this equipped to a melee-heavy squad.  Even though our B1s aren&#039;t that good in melee, a squad or two equipped with these in a larger point game can prevent vehicles/elite infantry/Commanders from from getting face-up orders, if you&#039;re willing to sacrifice a minimum of 51 points per squad to accomplish this.  Not useless, but not great, either.  Consider something else, for the points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  This has the potential to allow a unit at the end of your B1 conga-line to still receive orders, but for 5 more points, you could give anything that&#039;s not a Commander &#039;&#039;HQ Uplink&#039;&#039;, instead.&lt;br /&gt;
&lt;br /&gt;
You could also arrange your army in such a way that a B1 squad could pass an order to a non-Trooper squad, and still get an order token from another B1 squad through the &#039;&#039;&#039;Coordinate: Droid Trooper&#039;&#039;&#039; rule. This is pretty niche, and relies on you issuing 2 orders a turn, or else having a B1 squad equipped with &#039;&#039;HQ Uplink&#039;&#039;. In the former case, you could potentially save 5 points over taking &#039;&#039;HQ Uplink&#039;&#039;, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from &#039;&#039;Aggressive Tactics&#039;&#039;.  Note that this counts as the unit issuing an order to &amp;quot;itself&amp;quot; so cards like &#039;&#039;Crush Them!&#039;&#039; don&#039;t apply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Integrated Comms Antenna&#039;&#039; (3 pts.) is a Droid Trooper-only upgrade. Cheaper than Long Range Comlink by 7 points, but instead of, infinite, range on your commander&#039;s orders, you only get range 1-4, which should be plenty, under most circumstances. Somewhat cheaper than giving your commander &#039;&#039;Commanding Presence&#039;&#039; (10 pts.), and more slot efficient, while still having the same range. You could outfit 3 B1 units with this and still save a point over giving Grevious or Dooku the longer range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Gear Upgrades (x0 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.  B1 Battle Droids can ignore this card&#039;s &#039;&#039;Gear&#039;&#039; upgrade icon requirement.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
How best to use them goes here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====B2 Super Battle Droids====&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Very much, &amp;quot;super,&amp;quot; compared to the B1s.  These guys have 2 wounds and 2 courage, a black dice in melee, and a black and a white die on their ranged attacks, but their range in only 1-2, and they still only save on a white die.  &lt;br /&gt;
&lt;br /&gt;
Luckily, they have Armor 1 to soak one hit a round.&lt;br /&gt;
&lt;br /&gt;
Compared to the larger squads of B1s, which can hit 8 models in a single squad, B2s come in groups of 3 by default.  Like their smaller cousins, they aren&#039;t the brightest minds on the battlefield, and get the same AI: Attack rule, along with all its drawbacks.&lt;br /&gt;
&lt;br /&gt;
Unlike the B1s, they lack the ability to copy orders to other squads, meaning B2s are best deployed at the end of a line of B1s to avoid wasting a potential order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Heavy Weapon Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B2-ACM Trooper&#039;&#039; (?? pts.) - Adds a big &#039;bot with a range 1-2 gun that has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B2-HA Trooper&#039;&#039; (?? pts.) - Adds a big &#039;bot with a range 2-3 gun that has 2 red and 1 white dice.  Has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and something called &#039;&#039;&#039;Cycle&#039;&#039;&#039;, but no word on what that does yet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Personnel Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B2 Super Battle Droid&#039;&#039; (16 pts.) - Adds another big &#039;bot to the unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Comms Upgrade (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Really bad if your opponent has this equipped to a melee-heavy squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from &#039;&#039;Aggressive Tactics&#039;&#039;.  Note that this counts as the unit issuing an order to &#039;&#039;itself&#039;&#039; so cards like &#039;&#039;Crush Them!&#039;&#039; don&#039;t apply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Integrated Comms Antenna&#039;&#039; (3 pts.) is a Droid Trooper-only upgrade. Cheaper than Long Range Comlink by 7 points, but instead of, infinite, range on your commander&#039;s orders, you only get range 1-4, which should be plenty, under most circumstances. Somewhat cheaper than giving your commander &#039;&#039;Commanding Presence&#039;&#039; (10 pts.), and more slot efficient, while still having the same range. You could outfit 3 B2 units with this and still save a point over giving Grevious or Dooku the longer range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
Up to 3 Selections&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
Up to 3 Selections.&lt;br /&gt;
&lt;br /&gt;
====Droidekas====&lt;br /&gt;
The biggest drawback about these units might be the fact that you have to build them &#039;&#039;&#039;-twice-&#039;&#039;&#039;, once for wheel-mode, and one for its regular mode.  Seriously, what&#039;s the Wheel Mode token for?&lt;br /&gt;
&lt;br /&gt;
Droidekas excel at defense against ranged attacks.  Out of all the Core units, they are the only ones that convert &#039;&#039;any&#039;&#039; surge results by default, and they do this for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Comms Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Comms Jammer (15 pts.) - Prevents enemy units at range 1 from receiving orders. Really bad if your opponent has this equipped to a melee-heavy squad.  If said squad is getting close enough to your Droidekas for them to use this, you&#039;re doing something wrong.  No, just no.&lt;br /&gt;
&lt;br /&gt;
Comms Relay (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  We have B1s for that, but might have some niche use.&lt;br /&gt;
&lt;br /&gt;
HQ Uplink (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from Aggressive Tactics. Note that this counts as the unit issuing an order to itself so cards like Crush Them! don&#039;t apply. Put one on your Droideka unit.&lt;br /&gt;
&lt;br /&gt;
Linked Targeting Array (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
Long-Range Comlink (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Avoid melee at all costs-&#039;&#039;&#039;.  You don&#039;t even get an attack in melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Range is your best friend-&#039;&#039;&#039;.  Their guns fire at range 1-3 (dealing 1 red and 2 black dice apiece), but have a Fixed: Front facing, meaning very fast units, or ones very close, can avoid its firing arc simply by moving (or getting into melee with you).  In tight spaces, especially with lots of blocking terrain, they aren&#039;t very maneuverable.  Your best bet is to park them somewhere where they can shoot at something without having to waste an action re-positioning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Pivot, Rather Than Move-&#039;&#039;&#039; Moving, even at speed 1, takes you closer to your opponent.  Use pivot, when you can, to rotate 90 degrees, without getting closer.  See above.&lt;br /&gt;
&lt;br /&gt;
In Wheel-mode, they gain Cover 2, essentially giving you heavy cover while you re-position yourself.  In their standard mode, they have Shielded 4, letting you add up to 4 block results while defending against ranged attacks, and Generator 1 allows you to get one of your shield tokens back a round.  If you can get an aim token on them (through nearby B1s with Electrobinoculars or Linked Targeting Array) and have nothing better to do, dodging makes these units even more of a pain to remove from the board.&lt;br /&gt;
&lt;br /&gt;
Droidekas are fast in wheel-mode, but this means that they cannot fire or flip their shield tokens (up or down) on the turn they do this.  Seeing as one unit of Droidekas costs about the same as 2-3 units of B1s, 1-2 units of B2s, or roughly half as much as Grevious or  Dooku, we want to shoot and use their shields as much as possible.&lt;br /&gt;
&lt;br /&gt;
That said, they have the potential to speed around the sides of Heavy units to attack more a vulnerable facing, and can be a distraction for your opponent, because if they aren&#039;t dealt with before they can set up, they can do some damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
Up to 2 Selections&lt;br /&gt;
&lt;br /&gt;
====AAT Trade Federation Battle Tank====&lt;br /&gt;
&#039;&#039;(Currently on Pre-Order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Pilot Upgrade (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-Series Tactical Droid Pilot&#039;&#039; (5 pts.) - Your tank loses &#039;&#039;&#039;AI:Attack&#039;&#039;&#039;, and you gain &#039;&#039;&#039;Field Commander&#039;&#039;&#039;, allowing you to make the tank your commander, after you play a neutral command card, like &#039;&#039;Standing Orders&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lok Durd&#039;&#039; (??? pts.) - Not even sure if he&#039;ll be a pilot, but the pre-order blurb implies he&#039;ll be released with this tank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Ordinance Upgrades (x2 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently Unknown)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Comms Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Since you&#039;re vulnerable to attack from the rear facing, and your main gun has a minimum range of 2, you shouldn&#039;t take this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  Let&#039;s be honest, if you&#039;re issuing an order to this tank, its probably because you want to use it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from &#039;&#039;Aggressive Tactics&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
How best to use the tank goes here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Star Wars]] [[Category:Star Wars: Legion]] [[Category:Star Wars: Legion Tactics]] [[Category: Wargaming Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/CIS&amp;diff=451017</id>
		<title>Star Wars: Legion/Tactics/CIS</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/CIS&amp;diff=451017"/>
		<updated>2019-11-04T05:30:30Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* General Grevious */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
==Why Play The Confederacy of Independent Systems==&lt;br /&gt;
&lt;br /&gt;
For commanders who are too cheap for conscripts.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*No moral obligation to bring your army home alive.&lt;br /&gt;
*Get to say, &amp;quot;Roger Roger,&amp;quot; a lot.&lt;br /&gt;
*[[Tyranids|Synapse]] style shenanigans&lt;br /&gt;
*Most of your units are Immune to suppression.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Jar-Jar Binks can out-think most of your units.&lt;br /&gt;
*I lost &#039;&#039;how many&#039;&#039; models this turn?&lt;br /&gt;
*[[Tyranids|Synapse]] style weaknesses.&lt;br /&gt;
*Your Units &#039;&#039;CAN&#039;&#039; still panic.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
&lt;br /&gt;
1-2 Selections&lt;br /&gt;
&lt;br /&gt;
The focal point of you army they often have game changing abilities.  Currently lacking any cheaper choices.&lt;br /&gt;
&lt;br /&gt;
====General Grevious====&lt;br /&gt;
As a four-armed, lightsaber-wielding, asthmatic cyborg, General Grevious can do a passable blender impression in melee.&lt;br /&gt;
&lt;br /&gt;
At 175 points, he&#039;s a decent chunk of your army.  With 8 wounds and a red defense die, he&#039;s fairly sturdy, but with only 2 courage, he&#039;s prone to &amp;quot;abandon ship&amp;quot; sooner than most commanders.  He also has &#039;&#039;&#039;Block&#039;&#039;&#039;, and &#039;&#039;&#039;Impervious&#039;&#039;&#039;, allowing him to stand toe-to-toe against the amount of focus-fire he&#039;s likely to draw.&lt;br /&gt;
&lt;br /&gt;
Against force-users, &#039;&#039;&#039;Jedi Hunter&#039;&#039;&#039; allows you to convert surge results to a crit - combine this with the &#039;&#039;Tenacity&#039;&#039; (or possibly &#039;&#039;Hunter&#039;&#039;) Training to give him a better chance to deal damage to enemy commanders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless&#039;&#039;&#039; allows you to make an attack after you perform a move action, and coupled with his &#039;&#039;DT-57 &amp;quot;Annihilator&amp;quot;&#039;&#039; pistol, he can dish out 4 dice (2 Black, 2 White) with &#039;&#039;&#039;Critical 1&#039;&#039;&#039; and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; while ducking between terrain.&lt;br /&gt;
&lt;br /&gt;
Speaking of terrain, Grevious has &#039;&#039;&#039;Scale&#039;&#039;&#039;, giving him the ability to make a free clamber maneuver after he moves.  In addition, he gains &#039;&#039;&#039;Unhindered&#039;&#039;&#039; and &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, meaning that Grevious can &amp;lt;s&amp;gt;hide&amp;lt;/s&amp;gt; attack from places most units couldn&#039;t get to easily.  Combined with the above &#039;&#039;&#039;Relentless&#039;&#039;&#039;, this lets you fire from atop cover and retreat behind it in one turn.&lt;br /&gt;
&lt;br /&gt;
His melee weapons consist of two, &amp;quot;Trophy Lightsabers,&amp;quot; which deal 1 Red, 2 Black, and 1 White dice in damage, with &#039;&#039;&#039;Impact 1&#039;&#039;&#039; and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.  Not great, not terrible.&lt;br /&gt;
&lt;br /&gt;
On top of everything else, he&#039;s got &#039;&#039;&#039;Arsenal 2&#039;&#039;&#039;, meaning he gets two attacks in melee, and his DT-57 has &#039;&#039;&#039;Versatile&#039;&#039;&#039;, allowing you to use it in melee, if you like.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Command Upgrades (x2 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.  Combine this with &#039;&#039;Crush Them!&#039;&#039; to try to get at least 2 surge tokens on four of your units.  Really good.  Take this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.  Having one unit equipped with &#039;&#039;HQ Uplink&#039;&#039; costs the same, and allows them to get an order even if your General is dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Works great if you have tons of cheap infantry to serve as body guard (and you do), and stacks with his &#039;&#039;Supreme Commander&#039;&#039; card, giving friendly units at range 1 &#039;&#039;&#039;Guardian 3&#039;&#039;&#039; for one turn, allowing your general to make it into melee unharmed.  Pretty good, in larger point games.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Okay.  We have &#039;&#039;&#039;Coordinate: Droid Trooper&#039;&#039;&#039; and &#039;&#039;HQ Uplink&#039;&#039;, though, so we don&#039;t really need this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  Helps make up for our Grievous&#039; pretty low courage value.  For 5 points, it&#039;s well worth it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Training Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 suppression while being shot at, for cover.  Pretty meh for 8 points, and with only 2 courage, you risk losing an action on your activation, unless you&#039;re also running Strict Orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 suppression for free.  Pretty situational.  If you&#039;re getting hit with 2-3 suppression a turn, it might help, but you&#039;re probably doing something wrong.  Better off with Strict Orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded &#039;&#039;trooper&#039;&#039; unit, get 1 free aim token.  Pretty okay, if you&#039;re only going to attack basic troops, but for 2 fewer points, you could take &#039;&#039;Tenacity&#039;&#039;, to get an extra red attack die against any unit (in melee).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, making your standby range 1-3.  No, just no.  Grievous doesn&#039;t even have a ranged weapon that has range 3, so you&#039;re better off taking anything else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a &#039;&#039;melee&#039;&#039; attack, while you are wounded, gain 1 red attack die.  Pretty good, considering your General is likely to draw a lot of fire.  Only works in melee, but that is where he does the most damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Armament Upgrade (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-57 &amp;quot;&#039;&#039;Annihilator&#039;&#039;&amp;quot;&#039;&#039; (12 pts.) - Gives Grievous a ranged attack option with 2 Black and 2 White dice.  Price is a bit high, but this allows his to do &#039;&#039;something&#039;&#039; with &#039;&#039;&#039;Relentless&#039;&#039;&#039; when he can&#039;t/shouldn&#039;t get into melee.  Range 1-2 is meh, but &#039;&#039;&#039;Critical 1&#039;&#039;&#039; and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; is nice.  &#039;&#039;&#039;Versitile&#039;&#039;&#039; lets you use this in melee, in place of one of his lightsabers, if you really need to fish for crits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Crush Them!&#039;&#039; - [General Grievous &amp;amp; 2 Units] - When General Grievous issues an order to a unit, that unit gains 1 surge token for each defeated enemy unit.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Supreme Commander&#039;&#039; - [2 Troopers] - General Grievous gains 1 surge token for each other friendly trooper at range 1.  While another friendly trooper unit has a faceup order token, it gains &#039;&#039;&#039;Guardian 2&#039;&#039;&#039;, and can use Guardian during a melee attack.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Trained in Your Jedi Arts&#039;&#039; - [General Grievous] - General Grievous gains Disengage, and 1 dodge token.  At the end of his activation, he may perform an attack against each enemy unit at range 1 using the following weapon: (Range 1, &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, &#039;&#039;&#039;Versatile&#039;&#039;&#039;, 1 red, 2 black, 1 white dice)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
How best to use him goes here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Count Dooku====&lt;br /&gt;
&#039;&#039;(Currently on Pre-Order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
He trains people in your Jedi arts.&lt;br /&gt;
&lt;br /&gt;
On the surface, he looks a lot like Luke Skywalker, with speed 2, 6 wounds, 3 courage, &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;, &#039;&#039;&#039;Deflect&#039;&#039;&#039;, a red defense die and the ability to convert surges to crits.  Don&#039;t be fooled, however, Dooku is a much different &amp;lt;s&amp;gt;animal&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Jedi&amp;lt;/s&amp;gt; Sith.&lt;br /&gt;
&lt;br /&gt;
At 205 points, he&#039;s second only to Emperor Palpatine in terms of cost, making him a pretty expensive Commander, but his &#039;&#039;&#039;Cunning&#039;&#039;&#039; special rule allows you to potentially activate first to help keep your army one step ahead of your opponent.  &#039;&#039;&#039;Master of the Force 2&#039;&#039;&#039; allows twice the space-magic goodness per turn, at the cost of sinking even more points into one unit.&lt;br /&gt;
&lt;br /&gt;
His weapons do not disappoint - Dooku is nearly as potent as Vader in terms of raw dice, dishing out 5 red dice (&#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Pierce 2&#039;&#039;&#039;) with his lightsaber, and at range 1-2, he can do 5 black dice (&#039;&#039;&#039;Pierce 1&#039;&#039;&#039;, &#039;&#039;&#039;Scatter&#039;&#039;&#039;) with his  throw attack.  The &#039;&#039;&#039;Scatter&#039;&#039;&#039; rule on his ranged attack allows you to re-arrange small-base units around their leader (within cohesion), giving your roger-rogers more targets to blast.&lt;br /&gt;
&lt;br /&gt;
Finally, &#039;&#039;&#039;Makashi Master&#039;&#039;&#039; allows you to reduce your Pierce value by 1 on a melee attack ignore &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;.  Puts the hurt on Commanders and Operatives that don&#039;t have good defense, otherwise.  Disgusting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Force Upgrades (x3 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&#039;&#039;(He&#039;s probably a Dark Side user, thought that not confirmed, at the moment.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.  Same points as HQ Uplink, but you can change who&#039;s getting the orders, and it comes from your commander.  Situational, but okay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.  Very nice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.  Very nice.  Save your guys from melee, or pull enemies from behind cover/terrain so your droids can blast &#039;em.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).&lt;br /&gt;
&lt;br /&gt;
This counts as your attack action for the turn, but allows you to throw 3 red dice with Impact 2 and Pierce 2 at someone, instead of using your lighting.  The price is a little high for someone who already has a ranged attack with 5 black dice, Pierce 1 and Scatter for free.  Situational.  If you have this when you use &#039;&#039;Fear, Surprise and Intimidation&#039;&#039; you could use &#039;&#039;both&#039;&#039; weapons at once, and dish out 2 suppression tokens.  Very scary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Demoralize 1&#039;&#039;&#039;, letting you give 1 suppression token to enemy units at range 1-2.  For three points, its pretty good, but Dooku has to &#039;&#039;activate&#039;&#039; that close for it to work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Command Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. Surge increases a B1 mini&#039;s odds to hit by 50%, and doubles their odds of blocking one, when defending. Combine this with Crush Them! to try to get at least 2 surge tokens on four of your units by combining abilities/effects. Really good. Take this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4. Pretty meh. On smaller battlefields, this isn&#039;t even needed. On larger ones, its situational. Having one unit equipped with &#039;&#039;HQ Uplink&#039;&#039; costs the same, though, and allows them to get an order even if your General is dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment. Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though. Works great if you have tons of cheap infantry to serve as body guard (and you do).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool. Okay. Sort of works with his &#039;&#039;Double the Fall&#039;&#039; card, if you happen to have a lot of token in the order pool, but between your B1&#039;s, and &#039;&#039;HQ Uplink&#039;&#039;, it is situational, at best.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  For 5 points, it&#039;s well worth it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;You Disappoint Me&#039;&#039; - [Count Dooku &amp;amp; 2 Units] - When Count Dooku issues an order to a unit, that unit gains 1 dodge token.  After Count Dooku performs a ranged attack against a trooper unit, he may perform a speed 2 move with that unit.&lt;br /&gt;
&lt;br /&gt;
Hilarious when combined with his lightning&#039;s Scatter ability, and force push.  Drag an enemy unit/commander into the guns of your droids, and away from his troops, or just into Grievous&#039; lightsabers.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Double the Fall&#039;&#039; - [Count Dooku &amp;amp; 1 Unit] - &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Fear, Surprise and Intimidation&#039;&#039; - [Count Dooku] - Count Dooku gains Arsenal 2, Relentless, and all his ranged weapons gain Versatile.  After an attack, each defender gains 2 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
This can be devastating, particularly against units that don&#039;t have a melee weapon.  Normally, they aren&#039;t forced to, &amp;quot;pile in,&amp;quot; and thus when you kill the one you are base-to-base with, the rest can act normally when they activate.  If you go for the unit leader, Scatter on Dooku&#039;s Lightning lets you pull the rest of the unit into melee, too.  Synergizes with the use of Force Push to help move said squads into range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
How best to use him goes here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
====B1 Battle Droids====&lt;br /&gt;
&#039;&#039;&amp;quot;Roger, roger.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your basic infantry squad.  With 1 wound, 1 courage, and white dice for both attack and defense, don&#039;t expect them to do much on their own, but quantity has a quality all its own.  In general, try to build the biggest squads you can, unless you can drop enough extra personnel to pay for another basic squad.  This makes units harder to wipe in one bad round of shooting, in the former, and more targets to you opponent to spread their fire over, in the latter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AI: Attack&#039;&#039;&#039; forces each squad to make an attack action, if able, before it can do anything else, if it doesn&#039;t have a faceup order token.  This is hardly ever what you want to do first, which means your &#039;bots really start to suffer if your commander is knocked out, but there are ways around this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coordinate: Droid Trooper&#039;&#039;&#039; lets you issue an order to a nearby Droid Trooper squad at range one, allowing one order to one of your B1 units to potentially copy+paste orders to most of your army.  Handy.  If you&#039;re concerned about a squad being left out, remember, with so many models in each squad, that range 1 coherence allows you to stretch out pretty far in both directions, at the cost of cover.  If you have better things to do with your orders, or if you think your Commander is going to be too far away (or focused to death quickly), you can equip one squad with &#039;&#039;HQ Uplink&#039;&#039; (10 pts.) to still allow your droids to ignore their &#039;&#039;&#039;AI: Attack&#039;&#039;&#039; rule.  &#039;&#039;Long-Range Comlink&#039;&#039; costs the same, but requires your nominated commander to be alive for you to get your points-worth out of it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Heavy Weapon Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-5C B1 Trooper&#039;&#039; (18 pts.) - Adds a &#039;bot with a machine gun analog &#039;&#039;&#039;-Always-&#039;&#039;&#039; take this if you take nothing else, as its 3 black dice will contribute about the same statistical damage as all &#039;&#039;six&#039;&#039; of your standard troopers put together.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-60R B1 Trooper&#039;&#039; (20 pts.) - Try to guess what the &#039;R&#039; stands for.  Adds a &#039;bot with a rocket launcher, who gets tired when you fire it.  Unsurprisingly, this one is pretty good versus vehicles and things with armor.  1 red and 2 black dice is the most any B1 has the ability to dish out on their own, and &#039;&#039;&#039;Impact 2&#039;&#039;&#039; allows two of those hits to be crits.  Range 2-4 is, again, good for hunting vehicles so long as they don&#039;t get too close, and the price is fair, considering this one doesn&#039;t have cumbersome.  A solid buy, when the situation calls for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-5S B1 Trooper&#039;&#039; (20 pts.) - Adds a &#039;bot with a sniper rifle.  It can shoot range 1-4, rolls 1 red and 1 white dice, and has Critical 1, to turn hits into crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Radiation Cannon B1 Trooper&#039;&#039; (??? pts.) - Adds a bot with... a radiation cannon.  Has range 1-2, but no word on its damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Personnel Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B1 Battle Droid&#039;&#039; (6 pts.) - Another basic clanker.  Adding one more as a buffer between incoming fire and your E-5C weapon is a good call, if you have nothing better to spend the points on.  If you have a lot of squads, however, consider just taking another basic B1 squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;OOM-Series Battle Droid&#039;&#039; (??? pts.) - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B1 Secruity Droid&#039;&#039; (9 pts.) - Add a Security Droid mini, allowing you to exhaust its card to ignore &#039;&#039;&#039;AI: Attack&#039;&#039;&#039; on the attached unit, until the end of the activation.  For three points more than the regular B1, its an okay way to get around breaks in your command chain, or function for a turn after you commander dies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Comms Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Really bad if your opponent has this equipped to a melee-heavy squad.  Even though our B1s aren&#039;t that good in melee, a squad or two equipped with these in a larger point game can prevent vehicles/elite infantry/Commanders from from getting face-up orders, if you&#039;re willing to sacrifice a minimum of 51 points per squad to accomplish this.  Not useless, but not great, either.  Consider something else, for the points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  This has the potential to allow a unit at the end of your B1 conga-line to still receive orders, but for 5 more points, you could give anything that&#039;s not a Commander &#039;&#039;HQ Uplink&#039;&#039;, instead.&lt;br /&gt;
&lt;br /&gt;
You could also arrange your army in such a way that a B1 squad could pass an order to a non-Trooper squad, and still get an order token from another B1 squad through the &#039;&#039;&#039;Coordinate: Droid Trooper&#039;&#039;&#039; rule. This is pretty niche, and relies on you issuing 2 orders a turn, or else having a B1 squad equipped with &#039;&#039;HQ Uplink&#039;&#039;. In the former case, you could potentially save 5 points over taking &#039;&#039;HQ Uplink&#039;&#039;, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from &#039;&#039;Aggressive Tactics&#039;&#039;.  Note that this counts as the unit issuing an order to &amp;quot;itself&amp;quot; so cards like &#039;&#039;Crush Them!&#039;&#039; don&#039;t apply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Integrated Comms Antenna&#039;&#039; (3 pts.) is a Droid Trooper-only upgrade. Cheaper than Long Range Comlink by 7 points, but instead of, infinite, range on your commander&#039;s orders, you only get range 1-4, which should be plenty, under most circumstances. Somewhat cheaper than giving your commander &#039;&#039;Commanding Presence&#039;&#039; (10 pts.), and more slot efficient, while still having the same range. You could outfit 3 B1 units with this and still save a point over giving Grevious or Dooku the longer range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Gear Upgrades (x0 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.  B1 Battle Droids can ignore this card&#039;s &#039;&#039;Gear&#039;&#039; upgrade icon requirement.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
How best to use them goes here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====B2 Super Battle Droids====&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Very much, &amp;quot;super,&amp;quot; compared to the B1s.  These guys have 2 wounds and 2 courage, a black dice in melee, and a black and a white die on their ranged attacks, but their range in only 1-2, and they still only save on a white die.  &lt;br /&gt;
&lt;br /&gt;
Luckily, they have Armor 1 to soak one hit a round.&lt;br /&gt;
&lt;br /&gt;
Compared to the larger squads of B1s, which can hit 8 models in a single squad, B2s come in groups of 3 by default.  Like their smaller cousins, they aren&#039;t the brightest minds on the battlefield, and get the same AI: Attack rule, along with all its drawbacks.&lt;br /&gt;
&lt;br /&gt;
Unlike the B1s, they lack the ability to copy orders to other squads, meaning B2s are best deployed at the end of a line of B1s to avoid wasting a potential order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Heavy Weapon Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B2-ACM Trooper&#039;&#039; (?? pts.) - Adds a big &#039;bot with a range 1-2 gun that has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B2-HA Trooper&#039;&#039; (?? pts.) - Adds a big &#039;bot with a range 2-3 gun that has 2 red and 1 white dice.  Has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and something called &#039;&#039;&#039;Cycle&#039;&#039;&#039;, but no word on what that does yet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Personnel Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B2 Super Battle Droid&#039;&#039; (16 pts.) - Adds another big &#039;bot to the unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Comms Upgrade (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Really bad if your opponent has this equipped to a melee-heavy squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from &#039;&#039;Aggressive Tactics&#039;&#039;.  Note that this counts as the unit issuing an order to &#039;&#039;itself&#039;&#039; so cards like &#039;&#039;Crush Them!&#039;&#039; don&#039;t apply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Integrated Comms Antenna&#039;&#039; (3 pts.) is a Droid Trooper-only upgrade. Cheaper than Long Range Comlink by 7 points, but instead of, infinite, range on your commander&#039;s orders, you only get range 1-4, which should be plenty, under most circumstances. Somewhat cheaper than giving your commander &#039;&#039;Commanding Presence&#039;&#039; (10 pts.), and more slot efficient, while still having the same range. You could outfit 3 B2 units with this and still save a point over giving Grevious or Dooku the longer range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
Up to 3 Selections&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
Up to 3 Selections.&lt;br /&gt;
&lt;br /&gt;
====Droidekas====&lt;br /&gt;
The biggest drawback about these units might be the fact that you have to build them &#039;&#039;&#039;-twice-&#039;&#039;&#039;, once for wheel-mode, and one for its regular mode.  Seriously, what&#039;s the Wheel Mode token for?&lt;br /&gt;
&lt;br /&gt;
Droidekas excel at defense against ranged attacks.  Out of all the Core units, they are the only ones that convert &#039;&#039;any&#039;&#039; surge results by default, and they do this for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Comms Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Comms Jammer (15 pts.) - Prevents enemy units at range 1 from receiving orders. Really bad if your opponent has this equipped to a melee-heavy squad.  If said squad is getting close enough to your Droidekas for them to use this, you&#039;re doing something wrong.  No, just no.&lt;br /&gt;
&lt;br /&gt;
Comms Relay (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  We have B1s for that, but might have some niche use.&lt;br /&gt;
&lt;br /&gt;
HQ Uplink (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from Aggressive Tactics. Note that this counts as the unit issuing an order to itself so cards like Crush Them! don&#039;t apply. Put one on your Droideka unit.&lt;br /&gt;
&lt;br /&gt;
Linked Targeting Array (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
Long-Range Comlink (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Avoid melee at all costs-&#039;&#039;&#039;.  You don&#039;t even get an attack in melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Range is your best friend-&#039;&#039;&#039;.  Their guns fire at range 1-3 (dealing 1 red and 2 black dice apiece), but have a Fixed: Front facing, meaning very fast units, or ones very close, can avoid its firing arc simply by moving (or getting into melee with you).  In tight spaces, especially with lots of blocking terrain, they aren&#039;t very maneuverable.  Your best bet is to park them somewhere where they can shoot at something without having to waste an action re-positioning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Pivot, Rather Than Move-&#039;&#039;&#039; Moving, even at speed 1, takes you closer to your opponent.  Use pivot, when you can, to rotate 90 degrees, without getting closer.  See above.&lt;br /&gt;
&lt;br /&gt;
In Wheel-mode, they gain Cover 2, essentially giving you heavy cover while you re-position yourself.  In their standard mode, they have Shielded 4, letting you add up to 4 block results while defending against ranged attacks, and Generator 1 allows you to get one of your shield tokens back a round.  If you can get an aim token on them (through nearby B1s with Electrobinoculars or Linked Targeting Array) and have nothing better to do, dodging makes these units even more of a pain to remove from the board.&lt;br /&gt;
&lt;br /&gt;
Droidekas are fast in wheel-mode, but this means that they cannot fire or flip their shield tokens (up or down) on the turn they do this.  Seeing as one unit of Droidekas costs about the same as 2-3 units of B1s, 1-2 units of B2s, or roughly half as much as Grevious or  Dooku, we want to shoot and use their shields as much as possible.&lt;br /&gt;
&lt;br /&gt;
That said, they have the potential to speed around the sides of Heavy units to attack more a vulnerable facing, and can be a distraction for your opponent, because if they aren&#039;t dealt with before they can set up, they can do some damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
Up to 2 Selections&lt;br /&gt;
&lt;br /&gt;
====AAT Trade Federation Battle Tank====&lt;br /&gt;
&#039;&#039;(Currently on Pre-Order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Pilot Upgrade (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-Series Tactical Droid Pilot&#039;&#039; (5 pts.) - Your tank loses &#039;&#039;&#039;AI:Attack&#039;&#039;&#039;, and you gain &#039;&#039;&#039;Field Commander&#039;&#039;&#039;, allowing you to make the tank your commander, after you play a neutral command card, like &#039;&#039;Standing Orders&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lok Durd&#039;&#039; (??? pts.) - Not even sure if he&#039;ll be a pilot, but the pre-order blurb implies he&#039;ll be released with this tank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Ordinance Upgrades (x2 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently Unknown)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Comms Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Since you&#039;re vulnerable to attack from the rear facing, and your main gun has a minimum range of 2, you shouldn&#039;t take this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  Let&#039;s be honest, if you&#039;re issuing an order to this tank, its probably because you want to use it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from &#039;&#039;Aggressive Tactics&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
How best to use the tank goes here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Star Wars]] [[Category:Star Wars: Legion]] [[Category:Star Wars: Legion Tactics]] [[Category: Wargaming Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/CIS&amp;diff=451016</id>
		<title>Star Wars: Legion/Tactics/CIS</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/CIS&amp;diff=451016"/>
		<updated>2019-11-04T05:26:03Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Count Dooku */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
==Why Play The Confederacy of Independent Systems==&lt;br /&gt;
&lt;br /&gt;
For commanders who are too cheap for conscripts.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*No moral obligation to bring your army home alive.&lt;br /&gt;
*Get to say, &amp;quot;Roger Roger,&amp;quot; a lot.&lt;br /&gt;
*[[Tyranids|Synapse]] style shenanigans&lt;br /&gt;
*Most of your units are Immune to suppression.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Jar-Jar Binks can out-think most of your units.&lt;br /&gt;
*I lost &#039;&#039;how many&#039;&#039; models this turn?&lt;br /&gt;
*[[Tyranids|Synapse]] style weaknesses.&lt;br /&gt;
*Your Units &#039;&#039;CAN&#039;&#039; still panic.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
&lt;br /&gt;
1-2 Selections&lt;br /&gt;
&lt;br /&gt;
The focal point of you army they often have game changing abilities.  Currently lacking any cheaper choices.&lt;br /&gt;
&lt;br /&gt;
====General Grevious====&lt;br /&gt;
As a four-armed, lightsaber-wielding, asthmatic cyborg, General Grevious can do a passable blender impression in melee.&lt;br /&gt;
&lt;br /&gt;
At 175 points, he&#039;s a decent chunk of your army.  With 8 wounds and a red defense die, he&#039;s fairly sturdy, but with only 2 courage, he&#039;s prone to &amp;quot;abandon ship&amp;quot; sooner than most commanders.  He also has &#039;&#039;&#039;Block&#039;&#039;&#039;, and &#039;&#039;&#039;Impervious&#039;&#039;&#039;, allowing him to stand toe-to-toe against the amount of focus-fire he&#039;s likely to draw.&lt;br /&gt;
&lt;br /&gt;
Against force-users, &#039;&#039;&#039;Jedi Hunter&#039;&#039;&#039; allows you to convert surge results to a crit - combine this with the &#039;&#039;Tenacity&#039;&#039; (or possibly &#039;&#039;Hunter&#039;&#039;) Training to give him a better chance to deal damage to enemy commanders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless&#039;&#039;&#039; allows you to make an attack after you perform a move action, and coupled with his &#039;&#039;DT-57 &amp;quot;Annihilator&amp;quot;&#039;&#039; pistol, he can dish out 4 dice (2 Black, 2 White) with &#039;&#039;&#039;Critical 1&#039;&#039;&#039; and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; while ducking between terrain.&lt;br /&gt;
&lt;br /&gt;
Speaking of terrain, Grevious has &#039;&#039;&#039;Scale&#039;&#039;&#039;, giving him the ability to make a free clamber maneuver after he moves.  In addition, he gains &#039;&#039;&#039;Unhindered&#039;&#039;&#039; and &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, meaning that Grevious can &amp;lt;s&amp;gt;hide&amp;lt;/s&amp;gt; attack from places most units couldn&#039;t get to easily.  Combined with the above &#039;&#039;&#039;Relentless&#039;&#039;&#039;, this lets you fire from atop cover and retreat behind it in one turn.&lt;br /&gt;
&lt;br /&gt;
His melee weapons consist of two, &amp;quot;Trophy Lightsabers,&amp;quot; which deal 1 Red, 2 Black, and 1 White dice in damage, with &#039;&#039;&#039;Impact 1&#039;&#039;&#039; and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.  Not great, not terrible.&lt;br /&gt;
&lt;br /&gt;
On top of everything else, he&#039;s got &#039;&#039;&#039;Arsenal 2&#039;&#039;&#039;, meaning he gets two attacks in melee, and his DT-57 has &#039;&#039;&#039;Versatile&#039;&#039;&#039;, allowing you to use it in melee, if you like.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Command Upgrades (x2 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.  Combine this with &#039;&#039;Crush Them!&#039;&#039; to try to get at least 2 surge tokens on four of your units.  Really good.  Take this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.  Having one unit equipped with HQ Uplink costs the same, and allows them to get an order even if your General is dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Works great if you have tons of cheap infantry to serve as body guard (and you do), and stacks with his &#039;&#039;Supreme Commander&#039;&#039; card, giving friendly units at range 1 Guardian 3 for one turn, allowing your general to make it into melee unharmed.  Pretty good, in larger point games.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Okay.  We have Coordinate: Droid Trooper and HQ Uplink, though, so we don&#039;t really need this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  Helps make up for our Grievous&#039; pretty low courage value.  For 5 points, it&#039;s well worth it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Training Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Pretty meh for 8 points, and with only 2 Courage, you risk losing an action on your activation, unless you&#039;re also running Strict Orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  Pretty situational.  If you&#039;re getting hit with 2-3 suppression a turn, it might help, but you&#039;re probably doing something wrong.  Better off with Strict Orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded &#039;&#039;trooper&#039;&#039; unit, get 1 free aim token.  Pretty okay, if you&#039;re only going to attack basic troops, but for 2 fewer points, you could take Tenacity, to get an extra red attack die against any unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  No, just no.  Grievous doesn&#039;t even have a ranged weapon that has range 3, so you&#039;re better off taking anything else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a &#039;&#039;melee&#039;&#039; attack, while you are wounded, gain 1 red attack die.  Pretty good, considering your General is likely to draw a lot of fire.  Only works in melee, but that is where he does the most damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Armament Upgrade (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-57 &amp;quot;&#039;&#039;Annihilator&#039;&#039;&amp;quot;&#039;&#039; (12 pts.) - Gives Grievous a ranged attack option with 2 Black and 2 White dice.  Price is a bit high, but this allows his to do &#039;&#039;something&#039;&#039; with Relentless when he can&#039;t/shouldn&#039;t get into melee.  Range 1-2 is meh, but Critical 1 and Pierce 1 is nice.  Versitile lets you use this in melee, in place of one of his lightsabers, if you really need to fish for crits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Crush Them!&#039;&#039; - [General Grievous &amp;amp; 2 Units] - When General Grievous issues an order to a unit, that unit gains 1 surge token for each defeated enemy unit.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Supreme Commander&#039;&#039; - [2 Troopers] - General Grievous gains 1 Surge token for each other friendly trooper at range 1.  While another friendly trooper unit has a faceup order token, it gains Guardian 2, and can use Guardian during a melee attack.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Trained in Your Jedi Arts&#039;&#039; - [General Grievous] - General Grievous gains Disengage, and 1 dodge token.  At the end of his activation, he may perform an attack against each enemy unit at range 1 using the following weapon: (Range 1, Suppressive, Versatile, 1 R, 2 B, 1 W dice)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
How best to use him goes here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Count Dooku====&lt;br /&gt;
&#039;&#039;(Currently on Pre-Order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
He trains people in your Jedi arts.&lt;br /&gt;
&lt;br /&gt;
On the surface, he looks a lot like Luke Skywalker, with speed 2, 6 wounds, 3 courage, &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;, &#039;&#039;&#039;Deflect&#039;&#039;&#039;, a red defense die and the ability to convert surges to crits.  Don&#039;t be fooled, however, Dooku is a much different &amp;lt;s&amp;gt;animal&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Jedi&amp;lt;/s&amp;gt; Sith.&lt;br /&gt;
&lt;br /&gt;
At 205 points, he&#039;s second only to Emperor Palpatine in terms of cost, making him a pretty expensive Commander, but his &#039;&#039;&#039;Cunning&#039;&#039;&#039; special rule allows you to potentially activate first to help keep your army one step ahead of your opponent.  &#039;&#039;&#039;Master of the Force 2&#039;&#039;&#039; allows twice the space-magic goodness per turn, at the cost of sinking even more points into one unit.&lt;br /&gt;
&lt;br /&gt;
His weapons do not disappoint - Dooku is nearly as potent as Vader in terms of raw dice, dishing out 5 red dice (&#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Pierce 2&#039;&#039;&#039;) with his lightsaber, and at range 1-2, he can do 5 black dice (&#039;&#039;&#039;Pierce 1&#039;&#039;&#039;, &#039;&#039;&#039;Scatter&#039;&#039;&#039;) with his  throw attack.  The &#039;&#039;&#039;Scatter&#039;&#039;&#039; rule on his ranged attack allows you to re-arrange small-base units around their leader (within cohesion), giving your roger-rogers more targets to blast.&lt;br /&gt;
&lt;br /&gt;
Finally, &#039;&#039;&#039;Makashi Master&#039;&#039;&#039; allows you to reduce your Pierce value by 1 on a melee attack ignore &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;.  Puts the hurt on Commanders and Operatives that don&#039;t have good defense, otherwise.  Disgusting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Force Upgrades (x3 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&#039;&#039;(He&#039;s probably a Dark Side user, thought that not confirmed, at the moment.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.  Same points as HQ Uplink, but you can change who&#039;s getting the orders, and it comes from your commander.  Situational, but okay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.  Very nice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.  Very nice.  Save your guys from melee, or pull enemies from behind cover/terrain so your droids can blast &#039;em.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).&lt;br /&gt;
&lt;br /&gt;
This counts as your attack action for the turn, but allows you to throw 3 red dice with Impact 2 and Pierce 2 at someone, instead of using your lighting.  The price is a little high for someone who already has a ranged attack with 5 black dice, Pierce 1 and Scatter for free.  Situational.  If you have this when you use &#039;&#039;Fear, Surprise and Intimidation&#039;&#039; you could use &#039;&#039;both&#039;&#039; weapons at once, and dish out 2 suppression tokens.  Very scary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Demoralize 1&#039;&#039;&#039;, letting you give 1 suppression token to enemy units at range 1-2.  For three points, its pretty good, but Dooku has to &#039;&#039;activate&#039;&#039; that close for it to work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Command Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. Surge increases a B1 mini&#039;s odds to hit by 50%, and doubles their odds of blocking one, when defending. Combine this with Crush Them! to try to get at least 2 surge tokens on four of your units by combining abilities/effects. Really good. Take this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4. Pretty meh. On smaller battlefields, this isn&#039;t even needed. On larger ones, its situational. Having one unit equipped with &#039;&#039;HQ Uplink&#039;&#039; costs the same, though, and allows them to get an order even if your General is dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment. Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though. Works great if you have tons of cheap infantry to serve as body guard (and you do).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool. Okay. Sort of works with his &#039;&#039;Double the Fall&#039;&#039; card, if you happen to have a lot of token in the order pool, but between your B1&#039;s, and &#039;&#039;HQ Uplink&#039;&#039;, it is situational, at best.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  For 5 points, it&#039;s well worth it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;You Disappoint Me&#039;&#039; - [Count Dooku &amp;amp; 2 Units] - When Count Dooku issues an order to a unit, that unit gains 1 dodge token.  After Count Dooku performs a ranged attack against a trooper unit, he may perform a speed 2 move with that unit.&lt;br /&gt;
&lt;br /&gt;
Hilarious when combined with his lightning&#039;s Scatter ability, and force push.  Drag an enemy unit/commander into the guns of your droids, and away from his troops, or just into Grievous&#039; lightsabers.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Double the Fall&#039;&#039; - [Count Dooku &amp;amp; 1 Unit] - &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Fear, Surprise and Intimidation&#039;&#039; - [Count Dooku] - Count Dooku gains Arsenal 2, Relentless, and all his ranged weapons gain Versatile.  After an attack, each defender gains 2 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
This can be devastating, particularly against units that don&#039;t have a melee weapon.  Normally, they aren&#039;t forced to, &amp;quot;pile in,&amp;quot; and thus when you kill the one you are base-to-base with, the rest can act normally when they activate.  If you go for the unit leader, Scatter on Dooku&#039;s Lightning lets you pull the rest of the unit into melee, too.  Synergizes with the use of Force Push to help move said squads into range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
How best to use him goes here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
====B1 Battle Droids====&lt;br /&gt;
&#039;&#039;&amp;quot;Roger, roger.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your basic infantry squad.  With 1 wound, 1 courage, and white dice for both attack and defense, don&#039;t expect them to do much on their own, but quantity has a quality all its own.  In general, try to build the biggest squads you can, unless you can drop enough extra personnel to pay for another basic squad.  This makes units harder to wipe in one bad round of shooting, in the former, and more targets to you opponent to spread their fire over, in the latter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AI: Attack&#039;&#039;&#039; forces each squad to make an attack action, if able, before it can do anything else, if it doesn&#039;t have a faceup order token.  This is hardly ever what you want to do first, which means your &#039;bots really start to suffer if your commander is knocked out, but there are ways around this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coordinate: Droid Trooper&#039;&#039;&#039; lets you issue an order to a nearby Droid Trooper squad at range one, allowing one order to one of your B1 units to potentially copy+paste orders to most of your army.  Handy.  If you&#039;re concerned about a squad being left out, remember, with so many models in each squad, that range 1 coherence allows you to stretch out pretty far in both directions, at the cost of cover.  If you have better things to do with your orders, or if you think your Commander is going to be too far away (or focused to death quickly), you can equip one squad with &#039;&#039;HQ Uplink&#039;&#039; (10 pts.) to still allow your droids to ignore their &#039;&#039;&#039;AI: Attack&#039;&#039;&#039; rule.  &#039;&#039;Long-Range Comlink&#039;&#039; costs the same, but requires your nominated commander to be alive for you to get your points-worth out of it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Heavy Weapon Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-5C B1 Trooper&#039;&#039; (18 pts.) - Adds a &#039;bot with a machine gun analog &#039;&#039;&#039;-Always-&#039;&#039;&#039; take this if you take nothing else, as its 3 black dice will contribute about the same statistical damage as all &#039;&#039;six&#039;&#039; of your standard troopers put together.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-60R B1 Trooper&#039;&#039; (20 pts.) - Try to guess what the &#039;R&#039; stands for.  Adds a &#039;bot with a rocket launcher, who gets tired when you fire it.  Unsurprisingly, this one is pretty good versus vehicles and things with armor.  1 red and 2 black dice is the most any B1 has the ability to dish out on their own, and &#039;&#039;&#039;Impact 2&#039;&#039;&#039; allows two of those hits to be crits.  Range 2-4 is, again, good for hunting vehicles so long as they don&#039;t get too close, and the price is fair, considering this one doesn&#039;t have cumbersome.  A solid buy, when the situation calls for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-5S B1 Trooper&#039;&#039; (20 pts.) - Adds a &#039;bot with a sniper rifle.  It can shoot range 1-4, rolls 1 red and 1 white dice, and has Critical 1, to turn hits into crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Radiation Cannon B1 Trooper&#039;&#039; (??? pts.) - Adds a bot with... a radiation cannon.  Has range 1-2, but no word on its damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Personnel Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B1 Battle Droid&#039;&#039; (6 pts.) - Another basic clanker.  Adding one more as a buffer between incoming fire and your E-5C weapon is a good call, if you have nothing better to spend the points on.  If you have a lot of squads, however, consider just taking another basic B1 squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;OOM-Series Battle Droid&#039;&#039; (??? pts.) - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B1 Secruity Droid&#039;&#039; (9 pts.) - Add a Security Droid mini, allowing you to exhaust its card to ignore &#039;&#039;&#039;AI: Attack&#039;&#039;&#039; on the attached unit, until the end of the activation.  For three points more than the regular B1, its an okay way to get around breaks in your command chain, or function for a turn after you commander dies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Comms Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Really bad if your opponent has this equipped to a melee-heavy squad.  Even though our B1s aren&#039;t that good in melee, a squad or two equipped with these in a larger point game can prevent vehicles/elite infantry/Commanders from from getting face-up orders, if you&#039;re willing to sacrifice a minimum of 51 points per squad to accomplish this.  Not useless, but not great, either.  Consider something else, for the points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  This has the potential to allow a unit at the end of your B1 conga-line to still receive orders, but for 5 more points, you could give anything that&#039;s not a Commander &#039;&#039;HQ Uplink&#039;&#039;, instead.&lt;br /&gt;
&lt;br /&gt;
You could also arrange your army in such a way that a B1 squad could pass an order to a non-Trooper squad, and still get an order token from another B1 squad through the &#039;&#039;&#039;Coordinate: Droid Trooper&#039;&#039;&#039; rule. This is pretty niche, and relies on you issuing 2 orders a turn, or else having a B1 squad equipped with &#039;&#039;HQ Uplink&#039;&#039;. In the former case, you could potentially save 5 points over taking &#039;&#039;HQ Uplink&#039;&#039;, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from &#039;&#039;Aggressive Tactics&#039;&#039;.  Note that this counts as the unit issuing an order to &amp;quot;itself&amp;quot; so cards like &#039;&#039;Crush Them!&#039;&#039; don&#039;t apply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Integrated Comms Antenna&#039;&#039; (3 pts.) is a Droid Trooper-only upgrade. Cheaper than Long Range Comlink by 7 points, but instead of, infinite, range on your commander&#039;s orders, you only get range 1-4, which should be plenty, under most circumstances. Somewhat cheaper than giving your commander &#039;&#039;Commanding Presence&#039;&#039; (10 pts.), and more slot efficient, while still having the same range. You could outfit 3 B1 units with this and still save a point over giving Grevious or Dooku the longer range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Gear Upgrades (x0 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.  B1 Battle Droids can ignore this card&#039;s &#039;&#039;Gear&#039;&#039; upgrade icon requirement.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
How best to use them goes here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====B2 Super Battle Droids====&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Very much, &amp;quot;super,&amp;quot; compared to the B1s.  These guys have 2 wounds and 2 courage, a black dice in melee, and a black and a white die on their ranged attacks, but their range in only 1-2, and they still only save on a white die.  &lt;br /&gt;
&lt;br /&gt;
Luckily, they have Armor 1 to soak one hit a round.&lt;br /&gt;
&lt;br /&gt;
Compared to the larger squads of B1s, which can hit 8 models in a single squad, B2s come in groups of 3 by default.  Like their smaller cousins, they aren&#039;t the brightest minds on the battlefield, and get the same AI: Attack rule, along with all its drawbacks.&lt;br /&gt;
&lt;br /&gt;
Unlike the B1s, they lack the ability to copy orders to other squads, meaning B2s are best deployed at the end of a line of B1s to avoid wasting a potential order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Heavy Weapon Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B2-ACM Trooper&#039;&#039; (?? pts.) - Adds a big &#039;bot with a range 1-2 gun that has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B2-HA Trooper&#039;&#039; (?? pts.) - Adds a big &#039;bot with a range 2-3 gun that has 2 red and 1 white dice.  Has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and something called &#039;&#039;&#039;Cycle&#039;&#039;&#039;, but no word on what that does yet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Personnel Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B2 Super Battle Droid&#039;&#039; (16 pts.) - Adds another big &#039;bot to the unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Comms Upgrade (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Really bad if your opponent has this equipped to a melee-heavy squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from &#039;&#039;Aggressive Tactics&#039;&#039;.  Note that this counts as the unit issuing an order to &#039;&#039;itself&#039;&#039; so cards like &#039;&#039;Crush Them!&#039;&#039; don&#039;t apply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Integrated Comms Antenna&#039;&#039; (3 pts.) is a Droid Trooper-only upgrade. Cheaper than Long Range Comlink by 7 points, but instead of, infinite, range on your commander&#039;s orders, you only get range 1-4, which should be plenty, under most circumstances. Somewhat cheaper than giving your commander &#039;&#039;Commanding Presence&#039;&#039; (10 pts.), and more slot efficient, while still having the same range. You could outfit 3 B2 units with this and still save a point over giving Grevious or Dooku the longer range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
Up to 3 Selections&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
Up to 3 Selections.&lt;br /&gt;
&lt;br /&gt;
====Droidekas====&lt;br /&gt;
The biggest drawback about these units might be the fact that you have to build them &#039;&#039;&#039;-twice-&#039;&#039;&#039;, once for wheel-mode, and one for its regular mode.  Seriously, what&#039;s the Wheel Mode token for?&lt;br /&gt;
&lt;br /&gt;
Droidekas excel at defense against ranged attacks.  Out of all the Core units, they are the only ones that convert &#039;&#039;any&#039;&#039; surge results by default, and they do this for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Comms Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Comms Jammer (15 pts.) - Prevents enemy units at range 1 from receiving orders. Really bad if your opponent has this equipped to a melee-heavy squad.  If said squad is getting close enough to your Droidekas for them to use this, you&#039;re doing something wrong.  No, just no.&lt;br /&gt;
&lt;br /&gt;
Comms Relay (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  We have B1s for that, but might have some niche use.&lt;br /&gt;
&lt;br /&gt;
HQ Uplink (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from Aggressive Tactics. Note that this counts as the unit issuing an order to itself so cards like Crush Them! don&#039;t apply. Put one on your Droideka unit.&lt;br /&gt;
&lt;br /&gt;
Linked Targeting Array (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
Long-Range Comlink (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Avoid melee at all costs-&#039;&#039;&#039;.  You don&#039;t even get an attack in melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Range is your best friend-&#039;&#039;&#039;.  Their guns fire at range 1-3 (dealing 1 red and 2 black dice apiece), but have a Fixed: Front facing, meaning very fast units, or ones very close, can avoid its firing arc simply by moving (or getting into melee with you).  In tight spaces, especially with lots of blocking terrain, they aren&#039;t very maneuverable.  Your best bet is to park them somewhere where they can shoot at something without having to waste an action re-positioning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Pivot, Rather Than Move-&#039;&#039;&#039; Moving, even at speed 1, takes you closer to your opponent.  Use pivot, when you can, to rotate 90 degrees, without getting closer.  See above.&lt;br /&gt;
&lt;br /&gt;
In Wheel-mode, they gain Cover 2, essentially giving you heavy cover while you re-position yourself.  In their standard mode, they have Shielded 4, letting you add up to 4 block results while defending against ranged attacks, and Generator 1 allows you to get one of your shield tokens back a round.  If you can get an aim token on them (through nearby B1s with Electrobinoculars or Linked Targeting Array) and have nothing better to do, dodging makes these units even more of a pain to remove from the board.&lt;br /&gt;
&lt;br /&gt;
Droidekas are fast in wheel-mode, but this means that they cannot fire or flip their shield tokens (up or down) on the turn they do this.  Seeing as one unit of Droidekas costs about the same as 2-3 units of B1s, 1-2 units of B2s, or roughly half as much as Grevious or  Dooku, we want to shoot and use their shields as much as possible.&lt;br /&gt;
&lt;br /&gt;
That said, they have the potential to speed around the sides of Heavy units to attack more a vulnerable facing, and can be a distraction for your opponent, because if they aren&#039;t dealt with before they can set up, they can do some damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
Up to 2 Selections&lt;br /&gt;
&lt;br /&gt;
====AAT Trade Federation Battle Tank====&lt;br /&gt;
&#039;&#039;(Currently on Pre-Order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Pilot Upgrade (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-Series Tactical Droid Pilot&#039;&#039; (5 pts.) - Your tank loses &#039;&#039;&#039;AI:Attack&#039;&#039;&#039;, and you gain &#039;&#039;&#039;Field Commander&#039;&#039;&#039;, allowing you to make the tank your commander, after you play a neutral command card, like &#039;&#039;Standing Orders&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lok Durd&#039;&#039; (??? pts.) - Not even sure if he&#039;ll be a pilot, but the pre-order blurb implies he&#039;ll be released with this tank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Ordinance Upgrades (x2 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently Unknown)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Comms Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Since you&#039;re vulnerable to attack from the rear facing, and your main gun has a minimum range of 2, you shouldn&#039;t take this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  Let&#039;s be honest, if you&#039;re issuing an order to this tank, its probably because you want to use it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from &#039;&#039;Aggressive Tactics&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
How best to use the tank goes here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Star Wars]] [[Category:Star Wars: Legion]] [[Category:Star Wars: Legion Tactics]] [[Category: Wargaming Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/CIS&amp;diff=451015</id>
		<title>Star Wars: Legion/Tactics/CIS</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/CIS&amp;diff=451015"/>
		<updated>2019-11-04T05:24:20Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* B1 Battle Droids */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
==Why Play The Confederacy of Independent Systems==&lt;br /&gt;
&lt;br /&gt;
For commanders who are too cheap for conscripts.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*No moral obligation to bring your army home alive.&lt;br /&gt;
*Get to say, &amp;quot;Roger Roger,&amp;quot; a lot.&lt;br /&gt;
*[[Tyranids|Synapse]] style shenanigans&lt;br /&gt;
*Most of your units are Immune to suppression.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Jar-Jar Binks can out-think most of your units.&lt;br /&gt;
*I lost &#039;&#039;how many&#039;&#039; models this turn?&lt;br /&gt;
*[[Tyranids|Synapse]] style weaknesses.&lt;br /&gt;
*Your Units &#039;&#039;CAN&#039;&#039; still panic.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
&lt;br /&gt;
1-2 Selections&lt;br /&gt;
&lt;br /&gt;
The focal point of you army they often have game changing abilities.  Currently lacking any cheaper choices.&lt;br /&gt;
&lt;br /&gt;
====General Grevious====&lt;br /&gt;
As a four-armed, lightsaber-wielding, asthmatic cyborg, General Grevious can do a passable blender impression in melee.&lt;br /&gt;
&lt;br /&gt;
At 175 points, he&#039;s a decent chunk of your army.  With 8 wounds and a red defense die, he&#039;s fairly sturdy, but with only 2 courage, he&#039;s prone to &amp;quot;abandon ship&amp;quot; sooner than most commanders.  He also has &#039;&#039;&#039;Block&#039;&#039;&#039;, and &#039;&#039;&#039;Impervious&#039;&#039;&#039;, allowing him to stand toe-to-toe against the amount of focus-fire he&#039;s likely to draw.&lt;br /&gt;
&lt;br /&gt;
Against force-users, &#039;&#039;&#039;Jedi Hunter&#039;&#039;&#039; allows you to convert surge results to a crit - combine this with the &#039;&#039;Tenacity&#039;&#039; (or possibly &#039;&#039;Hunter&#039;&#039;) Training to give him a better chance to deal damage to enemy commanders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless&#039;&#039;&#039; allows you to make an attack after you perform a move action, and coupled with his &#039;&#039;DT-57 &amp;quot;Annihilator&amp;quot;&#039;&#039; pistol, he can dish out 4 dice (2 Black, 2 White) with &#039;&#039;&#039;Critical 1&#039;&#039;&#039; and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; while ducking between terrain.&lt;br /&gt;
&lt;br /&gt;
Speaking of terrain, Grevious has &#039;&#039;&#039;Scale&#039;&#039;&#039;, giving him the ability to make a free clamber maneuver after he moves.  In addition, he gains &#039;&#039;&#039;Unhindered&#039;&#039;&#039; and &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, meaning that Grevious can &amp;lt;s&amp;gt;hide&amp;lt;/s&amp;gt; attack from places most units couldn&#039;t get to easily.  Combined with the above &#039;&#039;&#039;Relentless&#039;&#039;&#039;, this lets you fire from atop cover and retreat behind it in one turn.&lt;br /&gt;
&lt;br /&gt;
His melee weapons consist of two, &amp;quot;Trophy Lightsabers,&amp;quot; which deal 1 Red, 2 Black, and 1 White dice in damage, with &#039;&#039;&#039;Impact 1&#039;&#039;&#039; and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.  Not great, not terrible.&lt;br /&gt;
&lt;br /&gt;
On top of everything else, he&#039;s got &#039;&#039;&#039;Arsenal 2&#039;&#039;&#039;, meaning he gets two attacks in melee, and his DT-57 has &#039;&#039;&#039;Versatile&#039;&#039;&#039;, allowing you to use it in melee, if you like.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Command Upgrades (x2 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.  Combine this with &#039;&#039;Crush Them!&#039;&#039; to try to get at least 2 surge tokens on four of your units.  Really good.  Take this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.  Having one unit equipped with HQ Uplink costs the same, and allows them to get an order even if your General is dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Works great if you have tons of cheap infantry to serve as body guard (and you do), and stacks with his &#039;&#039;Supreme Commander&#039;&#039; card, giving friendly units at range 1 Guardian 3 for one turn, allowing your general to make it into melee unharmed.  Pretty good, in larger point games.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Okay.  We have Coordinate: Droid Trooper and HQ Uplink, though, so we don&#039;t really need this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  Helps make up for our Grievous&#039; pretty low courage value.  For 5 points, it&#039;s well worth it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Training Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Pretty meh for 8 points, and with only 2 Courage, you risk losing an action on your activation, unless you&#039;re also running Strict Orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  Pretty situational.  If you&#039;re getting hit with 2-3 suppression a turn, it might help, but you&#039;re probably doing something wrong.  Better off with Strict Orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded &#039;&#039;trooper&#039;&#039; unit, get 1 free aim token.  Pretty okay, if you&#039;re only going to attack basic troops, but for 2 fewer points, you could take Tenacity, to get an extra red attack die against any unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  No, just no.  Grievous doesn&#039;t even have a ranged weapon that has range 3, so you&#039;re better off taking anything else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a &#039;&#039;melee&#039;&#039; attack, while you are wounded, gain 1 red attack die.  Pretty good, considering your General is likely to draw a lot of fire.  Only works in melee, but that is where he does the most damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Armament Upgrade (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-57 &amp;quot;&#039;&#039;Annihilator&#039;&#039;&amp;quot;&#039;&#039; (12 pts.) - Gives Grievous a ranged attack option with 2 Black and 2 White dice.  Price is a bit high, but this allows his to do &#039;&#039;something&#039;&#039; with Relentless when he can&#039;t/shouldn&#039;t get into melee.  Range 1-2 is meh, but Critical 1 and Pierce 1 is nice.  Versitile lets you use this in melee, in place of one of his lightsabers, if you really need to fish for crits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Crush Them!&#039;&#039; - [General Grievous &amp;amp; 2 Units] - When General Grievous issues an order to a unit, that unit gains 1 surge token for each defeated enemy unit.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Supreme Commander&#039;&#039; - [2 Troopers] - General Grievous gains 1 Surge token for each other friendly trooper at range 1.  While another friendly trooper unit has a faceup order token, it gains Guardian 2, and can use Guardian during a melee attack.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Trained in Your Jedi Arts&#039;&#039; - [General Grievous] - General Grievous gains Disengage, and 1 dodge token.  At the end of his activation, he may perform an attack against each enemy unit at range 1 using the following weapon: (Range 1, Suppressive, Versatile, 1 R, 2 B, 1 W dice)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
How best to use him goes here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Count Dooku====&lt;br /&gt;
&#039;&#039;(Currently on Pre-Order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
He trains people in your Jedi arts.&lt;br /&gt;
&lt;br /&gt;
On the surface, he looks a lot like Luke Skywalker, with Speed 2, 6 wounds, 3 courage, &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;, &#039;&#039;&#039;Deflect&#039;&#039;&#039;, a red defense die and the ability to convert surges to crits.  Don&#039;t be fooled, however, Dooku is a much different &amp;lt;s&amp;gt;animal&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Jedi&amp;lt;/s&amp;gt; Sith.&lt;br /&gt;
&lt;br /&gt;
At 205 points, he&#039;s second only to Emperor Palpatine in terms of cost, making him a pretty expensive Commander, but his &#039;&#039;&#039;Cunning&#039;&#039;&#039; special rule allows you to potentially activate first to help keep your army one step ahead of your opponent.  &#039;&#039;&#039;Master of the Force 2&#039;&#039;&#039; allows twice the space-magic goodness per turn, at the cost of sinking even more points into one unit.&lt;br /&gt;
&lt;br /&gt;
His weapons do not disappoint - Dooku is nearly as potent as Vader in terms of raw dice, dishing out 5 red dice (&#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Pierce 2&#039;&#039;&#039;) with his lightsaber, and at range 1-2, he can do 5 black dice (&#039;&#039;&#039;Pierce 1&#039;&#039;&#039;, &#039;&#039;&#039;Scatter&#039;&#039;&#039;) with his  throw attack.  The &#039;&#039;&#039;Scatter&#039;&#039;&#039; rule on his ranged attack allows you to re-arrange small-base units around their leader (within cohesion), giving your roger-rogers more targets to blast.&lt;br /&gt;
&lt;br /&gt;
Finally, &#039;&#039;&#039;Makashi Master&#039;&#039;&#039; allows you to reduce your Pierce value by 1 on a melee attack ignore &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;.  Puts the hurt on Commanders and Operatives that don&#039;t have good defense, otherwise.  Disgusting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Force Upgrades (x3 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&#039;&#039;(He&#039;s probably a Dark Side user, thought that not confirmed, at the moment.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.  Same points as HQ Uplink, but you can change who&#039;s getting the orders, and it comes from your commander.  Situational, but okay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.  Very nice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.  Very nice.  Save your guys from melee, or pull enemies from behind cover/terrain so your droids can blast &#039;em.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).&lt;br /&gt;
&lt;br /&gt;
This counts as your attack action for the turn, but allows you to throw 3 red dice with Impact 2 and Pierce 2 at someone, instead of using your lighting.  The price is a little high for someone who already has a ranged attack with 5 black dice, Pierce 1 and Scatter for free.  Situational.  If you have this when you use &#039;&#039;Fear, Surprise and Intimidation&#039;&#039; you could use &#039;&#039;both&#039;&#039; weapons at once, and dish out 2 suppression tokens.  Very scary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.  For three points, its pretty good, but Dooku has to &#039;&#039;activate&#039;&#039; that close for it to work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Command Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. Surge increases a B1&#039;s odds to hit by 50%, and doubles their odds of blocking one, when defending. Combine this with Crush Them! to try to get at least 2 surge tokens on four of your units. Really good. Take this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4. Pretty meh. On smaller battlefields, this isn&#039;t even needed. On larger ones, its situational. Having one unit equipped with HQ Uplink costs the same, though, and allows them to get an order even if your General is dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment. Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though. Works great if you have tons of cheap infantry to serve as body guard (and you do).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool. Okay. Sort of works with his &#039;&#039;Double the Fall&#039;&#039; card, if you happen to have a lot of token in the order pool, but between your B1&#039;s, and HQ Uplink, it is situational, at best.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  For 5 points, it&#039;s well worth it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;You Disappoint Me&#039;&#039; - [Count Dooku &amp;amp; 2 Units] - When Count Dooku issues an order to a unit, that unit gains 1 dodge token.  After Count Dooku performs a ranged attack against a trooper unit, he may perform a speed 2 move with that unit.&lt;br /&gt;
&lt;br /&gt;
Hilarious when combined with his lightning&#039;s Scatter ability, and force push.  Drag an enemy unit/commander into the guns of your droids, and away from his troops, or just into Grievous&#039; lightsabers.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Double the Fall&#039;&#039; - [Count Dooku &amp;amp; 1 Unit] - &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Fear, Surprise and Intimidation&#039;&#039; - [Count Dooku] - Count Dooku gains Arsenal 2, Relentless, and all his ranged weapons gain Versatile.  After an attack, each defender gains 2 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
This can be devastating, particularly against units that don&#039;t have a melee weapon.  Normally, they aren&#039;t forced to, &amp;quot;pile in,&amp;quot; and thus when you kill the one you are base-to-base with, the rest can act normally when they activate.  If you go for the unit leader, Scatter on Dooku&#039;s Lightning lets you pull the rest of the unit into melee, too.  Synergizes with the use of Force Push to help move said squads into range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
How best to use him goes here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
====B1 Battle Droids====&lt;br /&gt;
&#039;&#039;&amp;quot;Roger, roger.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your basic infantry squad.  With 1 wound, 1 courage, and white dice for both attack and defense, don&#039;t expect them to do much on their own, but quantity has a quality all its own.  In general, try to build the biggest squads you can, unless you can drop enough extra personnel to pay for another basic squad.  This makes units harder to wipe in one bad round of shooting, in the former, and more targets to you opponent to spread their fire over, in the latter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AI: Attack&#039;&#039;&#039; forces each squad to make an attack action, if able, before it can do anything else, if it doesn&#039;t have a faceup order token.  This is hardly ever what you want to do first, which means your &#039;bots really start to suffer if your commander is knocked out, but there are ways around this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coordinate: Droid Trooper&#039;&#039;&#039; lets you issue an order to a nearby Droid Trooper squad at range one, allowing one order to one of your B1 units to potentially copy+paste orders to most of your army.  Handy.  If you&#039;re concerned about a squad being left out, remember, with so many models in each squad, that range 1 coherence allows you to stretch out pretty far in both directions, at the cost of cover.  If you have better things to do with your orders, or if you think your Commander is going to be too far away (or focused to death quickly), you can equip one squad with &#039;&#039;HQ Uplink&#039;&#039; (10 pts.) to still allow your droids to ignore their &#039;&#039;&#039;AI: Attack&#039;&#039;&#039; rule.  &#039;&#039;Long-Range Comlink&#039;&#039; costs the same, but requires your nominated commander to be alive for you to get your points-worth out of it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Heavy Weapon Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-5C B1 Trooper&#039;&#039; (18 pts.) - Adds a &#039;bot with a machine gun analog &#039;&#039;&#039;-Always-&#039;&#039;&#039; take this if you take nothing else, as its 3 black dice will contribute about the same statistical damage as all &#039;&#039;six&#039;&#039; of your standard troopers put together.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-60R B1 Trooper&#039;&#039; (20 pts.) - Try to guess what the &#039;R&#039; stands for.  Adds a &#039;bot with a rocket launcher, who gets tired when you fire it.  Unsurprisingly, this one is pretty good versus vehicles and things with armor.  1 red and 2 black dice is the most any B1 has the ability to dish out on their own, and &#039;&#039;&#039;Impact 2&#039;&#039;&#039; allows two of those hits to be crits.  Range 2-4 is, again, good for hunting vehicles so long as they don&#039;t get too close, and the price is fair, considering this one doesn&#039;t have cumbersome.  A solid buy, when the situation calls for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-5S B1 Trooper&#039;&#039; (20 pts.) - Adds a &#039;bot with a sniper rifle.  It can shoot range 1-4, rolls 1 red and 1 white dice, and has Critical 1, to turn hits into crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Radiation Cannon B1 Trooper&#039;&#039; (??? pts.) - Adds a bot with... a radiation cannon.  Has range 1-2, but no word on its damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Personnel Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B1 Battle Droid&#039;&#039; (6 pts.) - Another basic clanker.  Adding one more as a buffer between incoming fire and your E-5C weapon is a good call, if you have nothing better to spend the points on.  If you have a lot of squads, however, consider just taking another basic B1 squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;OOM-Series Battle Droid&#039;&#039; (??? pts.) - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B1 Secruity Droid&#039;&#039; (9 pts.) - Add a Security Droid mini, allowing you to exhaust its card to ignore &#039;&#039;&#039;AI: Attack&#039;&#039;&#039; on the attached unit, until the end of the activation.  For three points more than the regular B1, its an okay way to get around breaks in your command chain, or function for a turn after you commander dies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Comms Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Really bad if your opponent has this equipped to a melee-heavy squad.  Even though our B1s aren&#039;t that good in melee, a squad or two equipped with these in a larger point game can prevent vehicles/elite infantry/Commanders from from getting face-up orders, if you&#039;re willing to sacrifice a minimum of 51 points per squad to accomplish this.  Not useless, but not great, either.  Consider something else, for the points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  This has the potential to allow a unit at the end of your B1 conga-line to still receive orders, but for 5 more points, you could give anything that&#039;s not a Commander &#039;&#039;HQ Uplink&#039;&#039;, instead.&lt;br /&gt;
&lt;br /&gt;
You could also arrange your army in such a way that a B1 squad could pass an order to a non-Trooper squad, and still get an order token from another B1 squad through the &#039;&#039;&#039;Coordinate: Droid Trooper&#039;&#039;&#039; rule. This is pretty niche, and relies on you issuing 2 orders a turn, or else having a B1 squad equipped with &#039;&#039;HQ Uplink&#039;&#039;. In the former case, you could potentially save 5 points over taking &#039;&#039;HQ Uplink&#039;&#039;, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from &#039;&#039;Aggressive Tactics&#039;&#039;.  Note that this counts as the unit issuing an order to &amp;quot;itself&amp;quot; so cards like &#039;&#039;Crush Them!&#039;&#039; don&#039;t apply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Integrated Comms Antenna&#039;&#039; (3 pts.) is a Droid Trooper-only upgrade. Cheaper than Long Range Comlink by 7 points, but instead of, infinite, range on your commander&#039;s orders, you only get range 1-4, which should be plenty, under most circumstances. Somewhat cheaper than giving your commander &#039;&#039;Commanding Presence&#039;&#039; (10 pts.), and more slot efficient, while still having the same range. You could outfit 3 B1 units with this and still save a point over giving Grevious or Dooku the longer range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Gear Upgrades (x0 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.  B1 Battle Droids can ignore this card&#039;s &#039;&#039;Gear&#039;&#039; upgrade icon requirement.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
How best to use them goes here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====B2 Super Battle Droids====&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Very much, &amp;quot;super,&amp;quot; compared to the B1s.  These guys have 2 wounds and 2 courage, a black dice in melee, and a black and a white die on their ranged attacks, but their range in only 1-2, and they still only save on a white die.  &lt;br /&gt;
&lt;br /&gt;
Luckily, they have Armor 1 to soak one hit a round.&lt;br /&gt;
&lt;br /&gt;
Compared to the larger squads of B1s, which can hit 8 models in a single squad, B2s come in groups of 3 by default.  Like their smaller cousins, they aren&#039;t the brightest minds on the battlefield, and get the same AI: Attack rule, along with all its drawbacks.&lt;br /&gt;
&lt;br /&gt;
Unlike the B1s, they lack the ability to copy orders to other squads, meaning B2s are best deployed at the end of a line of B1s to avoid wasting a potential order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Heavy Weapon Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B2-ACM Trooper&#039;&#039; (?? pts.) - Adds a big &#039;bot with a range 1-2 gun that has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B2-HA Trooper&#039;&#039; (?? pts.) - Adds a big &#039;bot with a range 2-3 gun that has 2 red and 1 white dice.  Has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and something called &#039;&#039;&#039;Cycle&#039;&#039;&#039;, but no word on what that does yet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Personnel Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B2 Super Battle Droid&#039;&#039; (16 pts.) - Adds another big &#039;bot to the unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Comms Upgrade (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Really bad if your opponent has this equipped to a melee-heavy squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from &#039;&#039;Aggressive Tactics&#039;&#039;.  Note that this counts as the unit issuing an order to &#039;&#039;itself&#039;&#039; so cards like &#039;&#039;Crush Them!&#039;&#039; don&#039;t apply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Integrated Comms Antenna&#039;&#039; (3 pts.) is a Droid Trooper-only upgrade. Cheaper than Long Range Comlink by 7 points, but instead of, infinite, range on your commander&#039;s orders, you only get range 1-4, which should be plenty, under most circumstances. Somewhat cheaper than giving your commander &#039;&#039;Commanding Presence&#039;&#039; (10 pts.), and more slot efficient, while still having the same range. You could outfit 3 B2 units with this and still save a point over giving Grevious or Dooku the longer range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
Up to 3 Selections&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
Up to 3 Selections.&lt;br /&gt;
&lt;br /&gt;
====Droidekas====&lt;br /&gt;
The biggest drawback about these units might be the fact that you have to build them &#039;&#039;&#039;-twice-&#039;&#039;&#039;, once for wheel-mode, and one for its regular mode.  Seriously, what&#039;s the Wheel Mode token for?&lt;br /&gt;
&lt;br /&gt;
Droidekas excel at defense against ranged attacks.  Out of all the Core units, they are the only ones that convert &#039;&#039;any&#039;&#039; surge results by default, and they do this for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Comms Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Comms Jammer (15 pts.) - Prevents enemy units at range 1 from receiving orders. Really bad if your opponent has this equipped to a melee-heavy squad.  If said squad is getting close enough to your Droidekas for them to use this, you&#039;re doing something wrong.  No, just no.&lt;br /&gt;
&lt;br /&gt;
Comms Relay (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  We have B1s for that, but might have some niche use.&lt;br /&gt;
&lt;br /&gt;
HQ Uplink (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from Aggressive Tactics. Note that this counts as the unit issuing an order to itself so cards like Crush Them! don&#039;t apply. Put one on your Droideka unit.&lt;br /&gt;
&lt;br /&gt;
Linked Targeting Array (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
Long-Range Comlink (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Avoid melee at all costs-&#039;&#039;&#039;.  You don&#039;t even get an attack in melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Range is your best friend-&#039;&#039;&#039;.  Their guns fire at range 1-3 (dealing 1 red and 2 black dice apiece), but have a Fixed: Front facing, meaning very fast units, or ones very close, can avoid its firing arc simply by moving (or getting into melee with you).  In tight spaces, especially with lots of blocking terrain, they aren&#039;t very maneuverable.  Your best bet is to park them somewhere where they can shoot at something without having to waste an action re-positioning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Pivot, Rather Than Move-&#039;&#039;&#039; Moving, even at speed 1, takes you closer to your opponent.  Use pivot, when you can, to rotate 90 degrees, without getting closer.  See above.&lt;br /&gt;
&lt;br /&gt;
In Wheel-mode, they gain Cover 2, essentially giving you heavy cover while you re-position yourself.  In their standard mode, they have Shielded 4, letting you add up to 4 block results while defending against ranged attacks, and Generator 1 allows you to get one of your shield tokens back a round.  If you can get an aim token on them (through nearby B1s with Electrobinoculars or Linked Targeting Array) and have nothing better to do, dodging makes these units even more of a pain to remove from the board.&lt;br /&gt;
&lt;br /&gt;
Droidekas are fast in wheel-mode, but this means that they cannot fire or flip their shield tokens (up or down) on the turn they do this.  Seeing as one unit of Droidekas costs about the same as 2-3 units of B1s, 1-2 units of B2s, or roughly half as much as Grevious or  Dooku, we want to shoot and use their shields as much as possible.&lt;br /&gt;
&lt;br /&gt;
That said, they have the potential to speed around the sides of Heavy units to attack more a vulnerable facing, and can be a distraction for your opponent, because if they aren&#039;t dealt with before they can set up, they can do some damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
Up to 2 Selections&lt;br /&gt;
&lt;br /&gt;
====AAT Trade Federation Battle Tank====&lt;br /&gt;
&#039;&#039;(Currently on Pre-Order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Pilot Upgrade (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-Series Tactical Droid Pilot&#039;&#039; (5 pts.) - Your tank loses &#039;&#039;&#039;AI:Attack&#039;&#039;&#039;, and you gain &#039;&#039;&#039;Field Commander&#039;&#039;&#039;, allowing you to make the tank your commander, after you play a neutral command card, like &#039;&#039;Standing Orders&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lok Durd&#039;&#039; (??? pts.) - Not even sure if he&#039;ll be a pilot, but the pre-order blurb implies he&#039;ll be released with this tank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Ordinance Upgrades (x2 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently Unknown)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Comms Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Since you&#039;re vulnerable to attack from the rear facing, and your main gun has a minimum range of 2, you shouldn&#039;t take this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  Let&#039;s be honest, if you&#039;re issuing an order to this tank, its probably because you want to use it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from &#039;&#039;Aggressive Tactics&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
How best to use the tank goes here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Star Wars]] [[Category:Star Wars: Legion]] [[Category:Star Wars: Legion Tactics]] [[Category: Wargaming Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/CIS&amp;diff=451014</id>
		<title>Star Wars: Legion/Tactics/CIS</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/CIS&amp;diff=451014"/>
		<updated>2019-11-04T05:20:36Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* AAT Trade Federation Battle Tank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
==Why Play The Confederacy of Independent Systems==&lt;br /&gt;
&lt;br /&gt;
For commanders who are too cheap for conscripts.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*No moral obligation to bring your army home alive.&lt;br /&gt;
*Get to say, &amp;quot;Roger Roger,&amp;quot; a lot.&lt;br /&gt;
*[[Tyranids|Synapse]] style shenanigans&lt;br /&gt;
*Most of your units are Immune to suppression.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Jar-Jar Binks can out-think most of your units.&lt;br /&gt;
*I lost &#039;&#039;how many&#039;&#039; models this turn?&lt;br /&gt;
*[[Tyranids|Synapse]] style weaknesses.&lt;br /&gt;
*Your Units &#039;&#039;CAN&#039;&#039; still panic.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
&lt;br /&gt;
1-2 Selections&lt;br /&gt;
&lt;br /&gt;
The focal point of you army they often have game changing abilities.  Currently lacking any cheaper choices.&lt;br /&gt;
&lt;br /&gt;
====General Grevious====&lt;br /&gt;
As a four-armed, lightsaber-wielding, asthmatic cyborg, General Grevious can do a passable blender impression in melee.&lt;br /&gt;
&lt;br /&gt;
At 175 points, he&#039;s a decent chunk of your army.  With 8 wounds and a red defense die, he&#039;s fairly sturdy, but with only 2 courage, he&#039;s prone to &amp;quot;abandon ship&amp;quot; sooner than most commanders.  He also has &#039;&#039;&#039;Block&#039;&#039;&#039;, and &#039;&#039;&#039;Impervious&#039;&#039;&#039;, allowing him to stand toe-to-toe against the amount of focus-fire he&#039;s likely to draw.&lt;br /&gt;
&lt;br /&gt;
Against force-users, &#039;&#039;&#039;Jedi Hunter&#039;&#039;&#039; allows you to convert surge results to a crit - combine this with the &#039;&#039;Tenacity&#039;&#039; (or possibly &#039;&#039;Hunter&#039;&#039;) Training to give him a better chance to deal damage to enemy commanders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless&#039;&#039;&#039; allows you to make an attack after you perform a move action, and coupled with his &#039;&#039;DT-57 &amp;quot;Annihilator&amp;quot;&#039;&#039; pistol, he can dish out 4 dice (2 Black, 2 White) with &#039;&#039;&#039;Critical 1&#039;&#039;&#039; and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; while ducking between terrain.&lt;br /&gt;
&lt;br /&gt;
Speaking of terrain, Grevious has &#039;&#039;&#039;Scale&#039;&#039;&#039;, giving him the ability to make a free clamber maneuver after he moves.  In addition, he gains &#039;&#039;&#039;Unhindered&#039;&#039;&#039; and &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, meaning that Grevious can &amp;lt;s&amp;gt;hide&amp;lt;/s&amp;gt; attack from places most units couldn&#039;t get to easily.  Combined with the above &#039;&#039;&#039;Relentless&#039;&#039;&#039;, this lets you fire from atop cover and retreat behind it in one turn.&lt;br /&gt;
&lt;br /&gt;
His melee weapons consist of two, &amp;quot;Trophy Lightsabers,&amp;quot; which deal 1 Red, 2 Black, and 1 White dice in damage, with &#039;&#039;&#039;Impact 1&#039;&#039;&#039; and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.  Not great, not terrible.&lt;br /&gt;
&lt;br /&gt;
On top of everything else, he&#039;s got &#039;&#039;&#039;Arsenal 2&#039;&#039;&#039;, meaning he gets two attacks in melee, and his DT-57 has &#039;&#039;&#039;Versatile&#039;&#039;&#039;, allowing you to use it in melee, if you like.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Command Upgrades (x2 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.  Combine this with &#039;&#039;Crush Them!&#039;&#039; to try to get at least 2 surge tokens on four of your units.  Really good.  Take this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.  Having one unit equipped with HQ Uplink costs the same, and allows them to get an order even if your General is dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Works great if you have tons of cheap infantry to serve as body guard (and you do), and stacks with his &#039;&#039;Supreme Commander&#039;&#039; card, giving friendly units at range 1 Guardian 3 for one turn, allowing your general to make it into melee unharmed.  Pretty good, in larger point games.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Okay.  We have Coordinate: Droid Trooper and HQ Uplink, though, so we don&#039;t really need this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  Helps make up for our Grievous&#039; pretty low courage value.  For 5 points, it&#039;s well worth it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Training Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Pretty meh for 8 points, and with only 2 Courage, you risk losing an action on your activation, unless you&#039;re also running Strict Orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  Pretty situational.  If you&#039;re getting hit with 2-3 suppression a turn, it might help, but you&#039;re probably doing something wrong.  Better off with Strict Orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded &#039;&#039;trooper&#039;&#039; unit, get 1 free aim token.  Pretty okay, if you&#039;re only going to attack basic troops, but for 2 fewer points, you could take Tenacity, to get an extra red attack die against any unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  No, just no.  Grievous doesn&#039;t even have a ranged weapon that has range 3, so you&#039;re better off taking anything else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a &#039;&#039;melee&#039;&#039; attack, while you are wounded, gain 1 red attack die.  Pretty good, considering your General is likely to draw a lot of fire.  Only works in melee, but that is where he does the most damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Armament Upgrade (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-57 &amp;quot;&#039;&#039;Annihilator&#039;&#039;&amp;quot;&#039;&#039; (12 pts.) - Gives Grievous a ranged attack option with 2 Black and 2 White dice.  Price is a bit high, but this allows his to do &#039;&#039;something&#039;&#039; with Relentless when he can&#039;t/shouldn&#039;t get into melee.  Range 1-2 is meh, but Critical 1 and Pierce 1 is nice.  Versitile lets you use this in melee, in place of one of his lightsabers, if you really need to fish for crits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Crush Them!&#039;&#039; - [General Grievous &amp;amp; 2 Units] - When General Grievous issues an order to a unit, that unit gains 1 surge token for each defeated enemy unit.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Supreme Commander&#039;&#039; - [2 Troopers] - General Grievous gains 1 Surge token for each other friendly trooper at range 1.  While another friendly trooper unit has a faceup order token, it gains Guardian 2, and can use Guardian during a melee attack.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Trained in Your Jedi Arts&#039;&#039; - [General Grievous] - General Grievous gains Disengage, and 1 dodge token.  At the end of his activation, he may perform an attack against each enemy unit at range 1 using the following weapon: (Range 1, Suppressive, Versatile, 1 R, 2 B, 1 W dice)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
How best to use him goes here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Count Dooku====&lt;br /&gt;
&#039;&#039;(Currently on Pre-Order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
He trains people in your Jedi arts.&lt;br /&gt;
&lt;br /&gt;
On the surface, he looks a lot like Luke Skywalker, with Speed 2, 6 wounds, 3 courage, &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;, &#039;&#039;&#039;Deflect&#039;&#039;&#039;, a red defense die and the ability to convert surges to crits.  Don&#039;t be fooled, however, Dooku is a much different &amp;lt;s&amp;gt;animal&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Jedi&amp;lt;/s&amp;gt; Sith.&lt;br /&gt;
&lt;br /&gt;
At 205 points, he&#039;s second only to Emperor Palpatine in terms of cost, making him a pretty expensive Commander, but his &#039;&#039;&#039;Cunning&#039;&#039;&#039; special rule allows you to potentially activate first to help keep your army one step ahead of your opponent.  &#039;&#039;&#039;Master of the Force 2&#039;&#039;&#039; allows twice the space-magic goodness per turn, at the cost of sinking even more points into one unit.&lt;br /&gt;
&lt;br /&gt;
His weapons do not disappoint - Dooku is nearly as potent as Vader in terms of raw dice, dishing out 5 red dice (&#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Pierce 2&#039;&#039;&#039;) with his lightsaber, and at range 1-2, he can do 5 black dice (&#039;&#039;&#039;Pierce 1&#039;&#039;&#039;, &#039;&#039;&#039;Scatter&#039;&#039;&#039;) with his  throw attack.  The &#039;&#039;&#039;Scatter&#039;&#039;&#039; rule on his ranged attack allows you to re-arrange small-base units around their leader (within cohesion), giving your roger-rogers more targets to blast.&lt;br /&gt;
&lt;br /&gt;
Finally, &#039;&#039;&#039;Makashi Master&#039;&#039;&#039; allows you to reduce your Pierce value by 1 on a melee attack ignore &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;.  Puts the hurt on Commanders and Operatives that don&#039;t have good defense, otherwise.  Disgusting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Force Upgrades (x3 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&#039;&#039;(He&#039;s probably a Dark Side user, thought that not confirmed, at the moment.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.  Same points as HQ Uplink, but you can change who&#039;s getting the orders, and it comes from your commander.  Situational, but okay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.  Very nice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.  Very nice.  Save your guys from melee, or pull enemies from behind cover/terrain so your droids can blast &#039;em.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).&lt;br /&gt;
&lt;br /&gt;
This counts as your attack action for the turn, but allows you to throw 3 red dice with Impact 2 and Pierce 2 at someone, instead of using your lighting.  The price is a little high for someone who already has a ranged attack with 5 black dice, Pierce 1 and Scatter for free.  Situational.  If you have this when you use &#039;&#039;Fear, Surprise and Intimidation&#039;&#039; you could use &#039;&#039;both&#039;&#039; weapons at once, and dish out 2 suppression tokens.  Very scary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.  For three points, its pretty good, but Dooku has to &#039;&#039;activate&#039;&#039; that close for it to work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Command Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. Surge increases a B1&#039;s odds to hit by 50%, and doubles their odds of blocking one, when defending. Combine this with Crush Them! to try to get at least 2 surge tokens on four of your units. Really good. Take this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4. Pretty meh. On smaller battlefields, this isn&#039;t even needed. On larger ones, its situational. Having one unit equipped with HQ Uplink costs the same, though, and allows them to get an order even if your General is dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment. Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though. Works great if you have tons of cheap infantry to serve as body guard (and you do).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool. Okay. Sort of works with his &#039;&#039;Double the Fall&#039;&#039; card, if you happen to have a lot of token in the order pool, but between your B1&#039;s, and HQ Uplink, it is situational, at best.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  For 5 points, it&#039;s well worth it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;You Disappoint Me&#039;&#039; - [Count Dooku &amp;amp; 2 Units] - When Count Dooku issues an order to a unit, that unit gains 1 dodge token.  After Count Dooku performs a ranged attack against a trooper unit, he may perform a speed 2 move with that unit.&lt;br /&gt;
&lt;br /&gt;
Hilarious when combined with his lightning&#039;s Scatter ability, and force push.  Drag an enemy unit/commander into the guns of your droids, and away from his troops, or just into Grievous&#039; lightsabers.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Double the Fall&#039;&#039; - [Count Dooku &amp;amp; 1 Unit] - &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Fear, Surprise and Intimidation&#039;&#039; - [Count Dooku] - Count Dooku gains Arsenal 2, Relentless, and all his ranged weapons gain Versatile.  After an attack, each defender gains 2 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
This can be devastating, particularly against units that don&#039;t have a melee weapon.  Normally, they aren&#039;t forced to, &amp;quot;pile in,&amp;quot; and thus when you kill the one you are base-to-base with, the rest can act normally when they activate.  If you go for the unit leader, Scatter on Dooku&#039;s Lightning lets you pull the rest of the unit into melee, too.  Synergizes with the use of Force Push to help move said squads into range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
How best to use him goes here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
====B1 Battle Droids====&lt;br /&gt;
&#039;&#039;&amp;quot;Roger, roger.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your basic infantry squad.  With 1 wound, 1 courage, and white dice for both attack and defense, don&#039;t expect them to do much on their own, but quantity has a quality all its own.  In general, try to build the biggest squads you can, unless you can drop enough extra personnel to pay for another basic squad.  This makes units harder to wipe in one bad round of shooting, in the former, and more targets to you opponent to spread their fire over, in the latter.&lt;br /&gt;
&lt;br /&gt;
AI: Attack forces each squad to make an attack action, if able, before it can do anything else, if it doesn&#039;t have a faceup order token.  This is hardly ever what you want to do first, which means your &#039;bots really start to suffer if your commander is knocked out, but there are ways around this.&lt;br /&gt;
&lt;br /&gt;
Coordinate: Droid Trooper lets you issue an order to a nearby Droid Trooper squad at range one, allowing one order to one of your B1 units to potentially copy+paste orders to most of your army.  Handy.  If you&#039;re concerned about a squad being left out, remember, with so many models in each squad, that range 1 coherence allows you to stretch out pretty far in both directions, at the cost of cover.  If you have better things to do with your orders, or if you think your Commander is going to be too far away (or focused to death quickly), you can equip one squad with HQ Uplink (10 pts.) to still allow your droids to ignore their AI rule.  Long-Range Comlink costs the same, but requires your nominated commander to be alive for you to get your points-worth out of it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Heavy Weapon Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-5C B1 Trooper&#039;&#039; (18 pts.) - Adds a &#039;bot with a machine gun analog &#039;&#039;&#039;-Always-&#039;&#039;&#039; take this if you take nothing else, as its 3 black dice will contribute about the same statistical damage as all &#039;&#039;six&#039;&#039; of your standard troopers put together.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-60R B1 Trooper&#039;&#039; (20 pts.) - Try to guess what the &#039;R&#039; stands for.  Adds a &#039;bot with a rocket launcher, who gets tired when you fire it.  Unsurprisingly, this one is pretty good versus vehicles and things with armor.  1 red and 2 black dice is the most any B1 has the ability to dish out on their own, and Impact 2 allows two of those hits to be crits.  Range 2-4 is, again, good for hunting vehicles so long as they don&#039;t get too close, and the price is fair, considering this one doesn&#039;t have cumbersome.  A solid buy, when the situation calls for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-5S B1 Trooper&#039;&#039; (20 pts.) - Adds a &#039;bot with a sniper rifle.  It can shoot range 1-4, rolls 1 red and 1 white dice, and has Critical 1, to turn hits into crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Radiation Cannon B1 Trooper&#039;&#039; (??? pts.) - Adds a bot with... a radiation cannon.  Has range 1-2, but no word on its damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Personnel Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B1 Battle Droid&#039;&#039; (6 pts.) - Another basic clanker.  Adding one more as a buffer between incoming fire and your E-5C weapon is a good call, if you have nothing better to spend the points on.  If you have a lot of squads, however, consider just taking another basic B1 squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;OOM-Series Battle Droid&#039;&#039; (??? pts.) - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B1 Secruity Droid&#039;&#039; (9 pts.) - Add a Security Droid mini, allowing you to exhaust its card to ignore AI: Attack on the attached unit, until the end of the activation.  For three points more than the regular B1, its an okay way to get around breaks in your command chain, or function for a turn after you commander dies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Comms Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Really bad if your opponent has this equipped to a melee-heavy squad.  Even though our B1s aren&#039;t that good in melee, a squad or two equipped with these in a larger point game can prevent vehicles/elite infantry/Commanders from from getting face-up orders, if you&#039;re willing to sacrifice a minimum of 51 points per squad to accomplish this.  Not useless, but not great, either.  Consider something else, for the points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  This has the potential to allow a unit at the end of your B1 conga-line to still receive orders, but for 5 more points, you could give anything that&#039;s not a Commander HQ Uplink, instead.&lt;br /&gt;
&lt;br /&gt;
You could also arrange your army in such a way that a B1 squad could pass an order to a non-Trooper squad, and still get an order token from another B1 squad through the Coordinate rule. This is pretty niche, and relies on you issuing 2 orders a turn, or else having a B1 squad equipped with HQ Uplink. In the former case, you could potentially save 5 points over taking HQ Uplink, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from &#039;&#039;Aggressive Tactics&#039;&#039;.  Note that this counts as the unit issuing an order to &#039;&#039;itself&#039;&#039; so cards like &#039;&#039;Crush Them!&#039;&#039; don&#039;t apply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Integrated Comms Antenna&#039;&#039; (3 pts.) is a Droid Trooper-only upgrade. Cheaper than Long Range Comlink by 7 points, but instead of, infinite, range on your commander&#039;s orders, you only get range 1-4, which should be plenty, under most circumstances. Somewhat cheaper than giving your commander &#039;&#039;Commanding Presence&#039;&#039; (10 pts.), and more slot efficient, while still having the same range. You could outfit 3 B1 units with this and still save a point over giving Grevious or Dooku the longer range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Gear Upgrades (x0 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.  B1 Battle Droids can ignore this card&#039;s &#039;&#039;Gear&#039;&#039; upgrade icon requirement.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
How best to use them goes here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====B2 Super Battle Droids====&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Very much, &amp;quot;super,&amp;quot; compared to the B1s.  These guys have 2 wounds and 2 courage, a black dice in melee, and a black and a white die on their ranged attacks, but their range in only 1-2, and they still only save on a white die.  &lt;br /&gt;
&lt;br /&gt;
Luckily, they have Armor 1 to soak one hit a round.&lt;br /&gt;
&lt;br /&gt;
Compared to the larger squads of B1s, which can hit 8 models in a single squad, B2s come in groups of 3 by default.  Like their smaller cousins, they aren&#039;t the brightest minds on the battlefield, and get the same AI: Attack rule, along with all its drawbacks.&lt;br /&gt;
&lt;br /&gt;
Unlike the B1s, they lack the ability to copy orders to other squads, meaning B2s are best deployed at the end of a line of B1s to avoid wasting a potential order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Heavy Weapon Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B2-ACM Trooper&#039;&#039; (?? pts.) - Adds a big &#039;bot with a range 1-2 gun that has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B2-HA Trooper&#039;&#039; (?? pts.) - Adds a big &#039;bot with a range 2-3 gun that has 2 red and 1 white dice.  Has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and something called &#039;&#039;&#039;Cycle&#039;&#039;&#039;, but no word on what that does yet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Personnel Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B2 Super Battle Droid&#039;&#039; (16 pts.) - Adds another big &#039;bot to the unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Comms Upgrade (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Really bad if your opponent has this equipped to a melee-heavy squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from &#039;&#039;Aggressive Tactics&#039;&#039;.  Note that this counts as the unit issuing an order to &#039;&#039;itself&#039;&#039; so cards like &#039;&#039;Crush Them!&#039;&#039; don&#039;t apply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Integrated Comms Antenna&#039;&#039; (3 pts.) is a Droid Trooper-only upgrade. Cheaper than Long Range Comlink by 7 points, but instead of, infinite, range on your commander&#039;s orders, you only get range 1-4, which should be plenty, under most circumstances. Somewhat cheaper than giving your commander &#039;&#039;Commanding Presence&#039;&#039; (10 pts.), and more slot efficient, while still having the same range. You could outfit 3 B2 units with this and still save a point over giving Grevious or Dooku the longer range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
Up to 3 Selections&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
Up to 3 Selections.&lt;br /&gt;
&lt;br /&gt;
====Droidekas====&lt;br /&gt;
The biggest drawback about these units might be the fact that you have to build them &#039;&#039;&#039;-twice-&#039;&#039;&#039;, once for wheel-mode, and one for its regular mode.  Seriously, what&#039;s the Wheel Mode token for?&lt;br /&gt;
&lt;br /&gt;
Droidekas excel at defense against ranged attacks.  Out of all the Core units, they are the only ones that convert &#039;&#039;any&#039;&#039; surge results by default, and they do this for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Comms Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Comms Jammer (15 pts.) - Prevents enemy units at range 1 from receiving orders. Really bad if your opponent has this equipped to a melee-heavy squad.  If said squad is getting close enough to your Droidekas for them to use this, you&#039;re doing something wrong.  No, just no.&lt;br /&gt;
&lt;br /&gt;
Comms Relay (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  We have B1s for that, but might have some niche use.&lt;br /&gt;
&lt;br /&gt;
HQ Uplink (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from Aggressive Tactics. Note that this counts as the unit issuing an order to itself so cards like Crush Them! don&#039;t apply. Put one on your Droideka unit.&lt;br /&gt;
&lt;br /&gt;
Linked Targeting Array (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
Long-Range Comlink (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Avoid melee at all costs-&#039;&#039;&#039;.  You don&#039;t even get an attack in melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Range is your best friend-&#039;&#039;&#039;.  Their guns fire at range 1-3 (dealing 1 red and 2 black dice apiece), but have a Fixed: Front facing, meaning very fast units, or ones very close, can avoid its firing arc simply by moving (or getting into melee with you).  In tight spaces, especially with lots of blocking terrain, they aren&#039;t very maneuverable.  Your best bet is to park them somewhere where they can shoot at something without having to waste an action re-positioning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Pivot, Rather Than Move-&#039;&#039;&#039; Moving, even at speed 1, takes you closer to your opponent.  Use pivot, when you can, to rotate 90 degrees, without getting closer.  See above.&lt;br /&gt;
&lt;br /&gt;
In Wheel-mode, they gain Cover 2, essentially giving you heavy cover while you re-position yourself.  In their standard mode, they have Shielded 4, letting you add up to 4 block results while defending against ranged attacks, and Generator 1 allows you to get one of your shield tokens back a round.  If you can get an aim token on them (through nearby B1s with Electrobinoculars or Linked Targeting Array) and have nothing better to do, dodging makes these units even more of a pain to remove from the board.&lt;br /&gt;
&lt;br /&gt;
Droidekas are fast in wheel-mode, but this means that they cannot fire or flip their shield tokens (up or down) on the turn they do this.  Seeing as one unit of Droidekas costs about the same as 2-3 units of B1s, 1-2 units of B2s, or roughly half as much as Grevious or  Dooku, we want to shoot and use their shields as much as possible.&lt;br /&gt;
&lt;br /&gt;
That said, they have the potential to speed around the sides of Heavy units to attack more a vulnerable facing, and can be a distraction for your opponent, because if they aren&#039;t dealt with before they can set up, they can do some damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
Up to 2 Selections&lt;br /&gt;
&lt;br /&gt;
====AAT Trade Federation Battle Tank====&lt;br /&gt;
&#039;&#039;(Currently on Pre-Order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Pilot Upgrade (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-Series Tactical Droid Pilot&#039;&#039; (5 pts.) - Your tank loses &#039;&#039;&#039;AI:Attack&#039;&#039;&#039;, and you gain &#039;&#039;&#039;Field Commander&#039;&#039;&#039;, allowing you to make the tank your commander, after you play a neutral command card, like &#039;&#039;Standing Orders&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lok Durd&#039;&#039; (??? pts.) - Not even sure if he&#039;ll be a pilot, but the pre-order blurb implies he&#039;ll be released with this tank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Ordinance Upgrades (x2 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently Unknown)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Comms Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Since you&#039;re vulnerable to attack from the rear facing, and your main gun has a minimum range of 2, you shouldn&#039;t take this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  Let&#039;s be honest, if you&#039;re issuing an order to this tank, its probably because you want to use it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from &#039;&#039;Aggressive Tactics&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
How best to use the tank goes here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Star Wars]] [[Category:Star Wars: Legion]] [[Category:Star Wars: Legion Tactics]] [[Category: Wargaming Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/CIS&amp;diff=451013</id>
		<title>Star Wars: Legion/Tactics/CIS</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/CIS&amp;diff=451013"/>
		<updated>2019-11-04T05:20:13Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* AAT Trade Federation Battle Tank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
==Why Play The Confederacy of Independent Systems==&lt;br /&gt;
&lt;br /&gt;
For commanders who are too cheap for conscripts.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*No moral obligation to bring your army home alive.&lt;br /&gt;
*Get to say, &amp;quot;Roger Roger,&amp;quot; a lot.&lt;br /&gt;
*[[Tyranids|Synapse]] style shenanigans&lt;br /&gt;
*Most of your units are Immune to suppression.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Jar-Jar Binks can out-think most of your units.&lt;br /&gt;
*I lost &#039;&#039;how many&#039;&#039; models this turn?&lt;br /&gt;
*[[Tyranids|Synapse]] style weaknesses.&lt;br /&gt;
*Your Units &#039;&#039;CAN&#039;&#039; still panic.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
&lt;br /&gt;
1-2 Selections&lt;br /&gt;
&lt;br /&gt;
The focal point of you army they often have game changing abilities.  Currently lacking any cheaper choices.&lt;br /&gt;
&lt;br /&gt;
====General Grevious====&lt;br /&gt;
As a four-armed, lightsaber-wielding, asthmatic cyborg, General Grevious can do a passable blender impression in melee.&lt;br /&gt;
&lt;br /&gt;
At 175 points, he&#039;s a decent chunk of your army.  With 8 wounds and a red defense die, he&#039;s fairly sturdy, but with only 2 courage, he&#039;s prone to &amp;quot;abandon ship&amp;quot; sooner than most commanders.  He also has &#039;&#039;&#039;Block&#039;&#039;&#039;, and &#039;&#039;&#039;Impervious&#039;&#039;&#039;, allowing him to stand toe-to-toe against the amount of focus-fire he&#039;s likely to draw.&lt;br /&gt;
&lt;br /&gt;
Against force-users, &#039;&#039;&#039;Jedi Hunter&#039;&#039;&#039; allows you to convert surge results to a crit - combine this with the &#039;&#039;Tenacity&#039;&#039; (or possibly &#039;&#039;Hunter&#039;&#039;) Training to give him a better chance to deal damage to enemy commanders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless&#039;&#039;&#039; allows you to make an attack after you perform a move action, and coupled with his &#039;&#039;DT-57 &amp;quot;Annihilator&amp;quot;&#039;&#039; pistol, he can dish out 4 dice (2 Black, 2 White) with &#039;&#039;&#039;Critical 1&#039;&#039;&#039; and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; while ducking between terrain.&lt;br /&gt;
&lt;br /&gt;
Speaking of terrain, Grevious has &#039;&#039;&#039;Scale&#039;&#039;&#039;, giving him the ability to make a free clamber maneuver after he moves.  In addition, he gains &#039;&#039;&#039;Unhindered&#039;&#039;&#039; and &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, meaning that Grevious can &amp;lt;s&amp;gt;hide&amp;lt;/s&amp;gt; attack from places most units couldn&#039;t get to easily.  Combined with the above &#039;&#039;&#039;Relentless&#039;&#039;&#039;, this lets you fire from atop cover and retreat behind it in one turn.&lt;br /&gt;
&lt;br /&gt;
His melee weapons consist of two, &amp;quot;Trophy Lightsabers,&amp;quot; which deal 1 Red, 2 Black, and 1 White dice in damage, with &#039;&#039;&#039;Impact 1&#039;&#039;&#039; and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.  Not great, not terrible.&lt;br /&gt;
&lt;br /&gt;
On top of everything else, he&#039;s got &#039;&#039;&#039;Arsenal 2&#039;&#039;&#039;, meaning he gets two attacks in melee, and his DT-57 has &#039;&#039;&#039;Versatile&#039;&#039;&#039;, allowing you to use it in melee, if you like.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Command Upgrades (x2 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.  Combine this with &#039;&#039;Crush Them!&#039;&#039; to try to get at least 2 surge tokens on four of your units.  Really good.  Take this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.  Having one unit equipped with HQ Uplink costs the same, and allows them to get an order even if your General is dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Works great if you have tons of cheap infantry to serve as body guard (and you do), and stacks with his &#039;&#039;Supreme Commander&#039;&#039; card, giving friendly units at range 1 Guardian 3 for one turn, allowing your general to make it into melee unharmed.  Pretty good, in larger point games.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Okay.  We have Coordinate: Droid Trooper and HQ Uplink, though, so we don&#039;t really need this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  Helps make up for our Grievous&#039; pretty low courage value.  For 5 points, it&#039;s well worth it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Training Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Pretty meh for 8 points, and with only 2 Courage, you risk losing an action on your activation, unless you&#039;re also running Strict Orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  Pretty situational.  If you&#039;re getting hit with 2-3 suppression a turn, it might help, but you&#039;re probably doing something wrong.  Better off with Strict Orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded &#039;&#039;trooper&#039;&#039; unit, get 1 free aim token.  Pretty okay, if you&#039;re only going to attack basic troops, but for 2 fewer points, you could take Tenacity, to get an extra red attack die against any unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  No, just no.  Grievous doesn&#039;t even have a ranged weapon that has range 3, so you&#039;re better off taking anything else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a &#039;&#039;melee&#039;&#039; attack, while you are wounded, gain 1 red attack die.  Pretty good, considering your General is likely to draw a lot of fire.  Only works in melee, but that is where he does the most damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Armament Upgrade (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-57 &amp;quot;&#039;&#039;Annihilator&#039;&#039;&amp;quot;&#039;&#039; (12 pts.) - Gives Grievous a ranged attack option with 2 Black and 2 White dice.  Price is a bit high, but this allows his to do &#039;&#039;something&#039;&#039; with Relentless when he can&#039;t/shouldn&#039;t get into melee.  Range 1-2 is meh, but Critical 1 and Pierce 1 is nice.  Versitile lets you use this in melee, in place of one of his lightsabers, if you really need to fish for crits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Crush Them!&#039;&#039; - [General Grievous &amp;amp; 2 Units] - When General Grievous issues an order to a unit, that unit gains 1 surge token for each defeated enemy unit.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Supreme Commander&#039;&#039; - [2 Troopers] - General Grievous gains 1 Surge token for each other friendly trooper at range 1.  While another friendly trooper unit has a faceup order token, it gains Guardian 2, and can use Guardian during a melee attack.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Trained in Your Jedi Arts&#039;&#039; - [General Grievous] - General Grievous gains Disengage, and 1 dodge token.  At the end of his activation, he may perform an attack against each enemy unit at range 1 using the following weapon: (Range 1, Suppressive, Versatile, 1 R, 2 B, 1 W dice)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
How best to use him goes here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Count Dooku====&lt;br /&gt;
&#039;&#039;(Currently on Pre-Order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
He trains people in your Jedi arts.&lt;br /&gt;
&lt;br /&gt;
On the surface, he looks a lot like Luke Skywalker, with Speed 2, 6 wounds, 3 courage, &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;, &#039;&#039;&#039;Deflect&#039;&#039;&#039;, a red defense die and the ability to convert surges to crits.  Don&#039;t be fooled, however, Dooku is a much different &amp;lt;s&amp;gt;animal&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Jedi&amp;lt;/s&amp;gt; Sith.&lt;br /&gt;
&lt;br /&gt;
At 205 points, he&#039;s second only to Emperor Palpatine in terms of cost, making him a pretty expensive Commander, but his &#039;&#039;&#039;Cunning&#039;&#039;&#039; special rule allows you to potentially activate first to help keep your army one step ahead of your opponent.  &#039;&#039;&#039;Master of the Force 2&#039;&#039;&#039; allows twice the space-magic goodness per turn, at the cost of sinking even more points into one unit.&lt;br /&gt;
&lt;br /&gt;
His weapons do not disappoint - Dooku is nearly as potent as Vader in terms of raw dice, dishing out 5 red dice (&#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Pierce 2&#039;&#039;&#039;) with his lightsaber, and at range 1-2, he can do 5 black dice (&#039;&#039;&#039;Pierce 1&#039;&#039;&#039;, &#039;&#039;&#039;Scatter&#039;&#039;&#039;) with his  throw attack.  The &#039;&#039;&#039;Scatter&#039;&#039;&#039; rule on his ranged attack allows you to re-arrange small-base units around their leader (within cohesion), giving your roger-rogers more targets to blast.&lt;br /&gt;
&lt;br /&gt;
Finally, &#039;&#039;&#039;Makashi Master&#039;&#039;&#039; allows you to reduce your Pierce value by 1 on a melee attack ignore &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;.  Puts the hurt on Commanders and Operatives that don&#039;t have good defense, otherwise.  Disgusting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Force Upgrades (x3 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&#039;&#039;(He&#039;s probably a Dark Side user, thought that not confirmed, at the moment.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.  Same points as HQ Uplink, but you can change who&#039;s getting the orders, and it comes from your commander.  Situational, but okay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.  Very nice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.  Very nice.  Save your guys from melee, or pull enemies from behind cover/terrain so your droids can blast &#039;em.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).&lt;br /&gt;
&lt;br /&gt;
This counts as your attack action for the turn, but allows you to throw 3 red dice with Impact 2 and Pierce 2 at someone, instead of using your lighting.  The price is a little high for someone who already has a ranged attack with 5 black dice, Pierce 1 and Scatter for free.  Situational.  If you have this when you use &#039;&#039;Fear, Surprise and Intimidation&#039;&#039; you could use &#039;&#039;both&#039;&#039; weapons at once, and dish out 2 suppression tokens.  Very scary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.  For three points, its pretty good, but Dooku has to &#039;&#039;activate&#039;&#039; that close for it to work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Command Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. Surge increases a B1&#039;s odds to hit by 50%, and doubles their odds of blocking one, when defending. Combine this with Crush Them! to try to get at least 2 surge tokens on four of your units. Really good. Take this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4. Pretty meh. On smaller battlefields, this isn&#039;t even needed. On larger ones, its situational. Having one unit equipped with HQ Uplink costs the same, though, and allows them to get an order even if your General is dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment. Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though. Works great if you have tons of cheap infantry to serve as body guard (and you do).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool. Okay. Sort of works with his &#039;&#039;Double the Fall&#039;&#039; card, if you happen to have a lot of token in the order pool, but between your B1&#039;s, and HQ Uplink, it is situational, at best.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  For 5 points, it&#039;s well worth it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;You Disappoint Me&#039;&#039; - [Count Dooku &amp;amp; 2 Units] - When Count Dooku issues an order to a unit, that unit gains 1 dodge token.  After Count Dooku performs a ranged attack against a trooper unit, he may perform a speed 2 move with that unit.&lt;br /&gt;
&lt;br /&gt;
Hilarious when combined with his lightning&#039;s Scatter ability, and force push.  Drag an enemy unit/commander into the guns of your droids, and away from his troops, or just into Grievous&#039; lightsabers.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Double the Fall&#039;&#039; - [Count Dooku &amp;amp; 1 Unit] - &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Fear, Surprise and Intimidation&#039;&#039; - [Count Dooku] - Count Dooku gains Arsenal 2, Relentless, and all his ranged weapons gain Versatile.  After an attack, each defender gains 2 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
This can be devastating, particularly against units that don&#039;t have a melee weapon.  Normally, they aren&#039;t forced to, &amp;quot;pile in,&amp;quot; and thus when you kill the one you are base-to-base with, the rest can act normally when they activate.  If you go for the unit leader, Scatter on Dooku&#039;s Lightning lets you pull the rest of the unit into melee, too.  Synergizes with the use of Force Push to help move said squads into range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
How best to use him goes here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
====B1 Battle Droids====&lt;br /&gt;
&#039;&#039;&amp;quot;Roger, roger.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your basic infantry squad.  With 1 wound, 1 courage, and white dice for both attack and defense, don&#039;t expect them to do much on their own, but quantity has a quality all its own.  In general, try to build the biggest squads you can, unless you can drop enough extra personnel to pay for another basic squad.  This makes units harder to wipe in one bad round of shooting, in the former, and more targets to you opponent to spread their fire over, in the latter.&lt;br /&gt;
&lt;br /&gt;
AI: Attack forces each squad to make an attack action, if able, before it can do anything else, if it doesn&#039;t have a faceup order token.  This is hardly ever what you want to do first, which means your &#039;bots really start to suffer if your commander is knocked out, but there are ways around this.&lt;br /&gt;
&lt;br /&gt;
Coordinate: Droid Trooper lets you issue an order to a nearby Droid Trooper squad at range one, allowing one order to one of your B1 units to potentially copy+paste orders to most of your army.  Handy.  If you&#039;re concerned about a squad being left out, remember, with so many models in each squad, that range 1 coherence allows you to stretch out pretty far in both directions, at the cost of cover.  If you have better things to do with your orders, or if you think your Commander is going to be too far away (or focused to death quickly), you can equip one squad with HQ Uplink (10 pts.) to still allow your droids to ignore their AI rule.  Long-Range Comlink costs the same, but requires your nominated commander to be alive for you to get your points-worth out of it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Heavy Weapon Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-5C B1 Trooper&#039;&#039; (18 pts.) - Adds a &#039;bot with a machine gun analog &#039;&#039;&#039;-Always-&#039;&#039;&#039; take this if you take nothing else, as its 3 black dice will contribute about the same statistical damage as all &#039;&#039;six&#039;&#039; of your standard troopers put together.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-60R B1 Trooper&#039;&#039; (20 pts.) - Try to guess what the &#039;R&#039; stands for.  Adds a &#039;bot with a rocket launcher, who gets tired when you fire it.  Unsurprisingly, this one is pretty good versus vehicles and things with armor.  1 red and 2 black dice is the most any B1 has the ability to dish out on their own, and Impact 2 allows two of those hits to be crits.  Range 2-4 is, again, good for hunting vehicles so long as they don&#039;t get too close, and the price is fair, considering this one doesn&#039;t have cumbersome.  A solid buy, when the situation calls for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-5S B1 Trooper&#039;&#039; (20 pts.) - Adds a &#039;bot with a sniper rifle.  It can shoot range 1-4, rolls 1 red and 1 white dice, and has Critical 1, to turn hits into crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Radiation Cannon B1 Trooper&#039;&#039; (??? pts.) - Adds a bot with... a radiation cannon.  Has range 1-2, but no word on its damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Personnel Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B1 Battle Droid&#039;&#039; (6 pts.) - Another basic clanker.  Adding one more as a buffer between incoming fire and your E-5C weapon is a good call, if you have nothing better to spend the points on.  If you have a lot of squads, however, consider just taking another basic B1 squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;OOM-Series Battle Droid&#039;&#039; (??? pts.) - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B1 Secruity Droid&#039;&#039; (9 pts.) - Add a Security Droid mini, allowing you to exhaust its card to ignore AI: Attack on the attached unit, until the end of the activation.  For three points more than the regular B1, its an okay way to get around breaks in your command chain, or function for a turn after you commander dies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Comms Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Really bad if your opponent has this equipped to a melee-heavy squad.  Even though our B1s aren&#039;t that good in melee, a squad or two equipped with these in a larger point game can prevent vehicles/elite infantry/Commanders from from getting face-up orders, if you&#039;re willing to sacrifice a minimum of 51 points per squad to accomplish this.  Not useless, but not great, either.  Consider something else, for the points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  This has the potential to allow a unit at the end of your B1 conga-line to still receive orders, but for 5 more points, you could give anything that&#039;s not a Commander HQ Uplink, instead.&lt;br /&gt;
&lt;br /&gt;
You could also arrange your army in such a way that a B1 squad could pass an order to a non-Trooper squad, and still get an order token from another B1 squad through the Coordinate rule. This is pretty niche, and relies on you issuing 2 orders a turn, or else having a B1 squad equipped with HQ Uplink. In the former case, you could potentially save 5 points over taking HQ Uplink, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from &#039;&#039;Aggressive Tactics&#039;&#039;.  Note that this counts as the unit issuing an order to &#039;&#039;itself&#039;&#039; so cards like &#039;&#039;Crush Them!&#039;&#039; don&#039;t apply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Integrated Comms Antenna&#039;&#039; (3 pts.) is a Droid Trooper-only upgrade. Cheaper than Long Range Comlink by 7 points, but instead of, infinite, range on your commander&#039;s orders, you only get range 1-4, which should be plenty, under most circumstances. Somewhat cheaper than giving your commander &#039;&#039;Commanding Presence&#039;&#039; (10 pts.), and more slot efficient, while still having the same range. You could outfit 3 B1 units with this and still save a point over giving Grevious or Dooku the longer range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Gear Upgrades (x0 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.  B1 Battle Droids can ignore this card&#039;s &#039;&#039;Gear&#039;&#039; upgrade icon requirement.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
How best to use them goes here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====B2 Super Battle Droids====&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Very much, &amp;quot;super,&amp;quot; compared to the B1s.  These guys have 2 wounds and 2 courage, a black dice in melee, and a black and a white die on their ranged attacks, but their range in only 1-2, and they still only save on a white die.  &lt;br /&gt;
&lt;br /&gt;
Luckily, they have Armor 1 to soak one hit a round.&lt;br /&gt;
&lt;br /&gt;
Compared to the larger squads of B1s, which can hit 8 models in a single squad, B2s come in groups of 3 by default.  Like their smaller cousins, they aren&#039;t the brightest minds on the battlefield, and get the same AI: Attack rule, along with all its drawbacks.&lt;br /&gt;
&lt;br /&gt;
Unlike the B1s, they lack the ability to copy orders to other squads, meaning B2s are best deployed at the end of a line of B1s to avoid wasting a potential order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Heavy Weapon Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B2-ACM Trooper&#039;&#039; (?? pts.) - Adds a big &#039;bot with a range 1-2 gun that has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B2-HA Trooper&#039;&#039; (?? pts.) - Adds a big &#039;bot with a range 2-3 gun that has 2 red and 1 white dice.  Has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and something called &#039;&#039;&#039;Cycle&#039;&#039;&#039;, but no word on what that does yet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Personnel Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B2 Super Battle Droid&#039;&#039; (16 pts.) - Adds another big &#039;bot to the unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Comms Upgrade (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Really bad if your opponent has this equipped to a melee-heavy squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from &#039;&#039;Aggressive Tactics&#039;&#039;.  Note that this counts as the unit issuing an order to &#039;&#039;itself&#039;&#039; so cards like &#039;&#039;Crush Them!&#039;&#039; don&#039;t apply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Integrated Comms Antenna&#039;&#039; (3 pts.) is a Droid Trooper-only upgrade. Cheaper than Long Range Comlink by 7 points, but instead of, infinite, range on your commander&#039;s orders, you only get range 1-4, which should be plenty, under most circumstances. Somewhat cheaper than giving your commander &#039;&#039;Commanding Presence&#039;&#039; (10 pts.), and more slot efficient, while still having the same range. You could outfit 3 B2 units with this and still save a point over giving Grevious or Dooku the longer range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
Up to 3 Selections&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
Up to 3 Selections.&lt;br /&gt;
&lt;br /&gt;
====Droidekas====&lt;br /&gt;
The biggest drawback about these units might be the fact that you have to build them &#039;&#039;&#039;-twice-&#039;&#039;&#039;, once for wheel-mode, and one for its regular mode.  Seriously, what&#039;s the Wheel Mode token for?&lt;br /&gt;
&lt;br /&gt;
Droidekas excel at defense against ranged attacks.  Out of all the Core units, they are the only ones that convert &#039;&#039;any&#039;&#039; surge results by default, and they do this for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Comms Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Comms Jammer (15 pts.) - Prevents enemy units at range 1 from receiving orders. Really bad if your opponent has this equipped to a melee-heavy squad.  If said squad is getting close enough to your Droidekas for them to use this, you&#039;re doing something wrong.  No, just no.&lt;br /&gt;
&lt;br /&gt;
Comms Relay (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  We have B1s for that, but might have some niche use.&lt;br /&gt;
&lt;br /&gt;
HQ Uplink (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from Aggressive Tactics. Note that this counts as the unit issuing an order to itself so cards like Crush Them! don&#039;t apply. Put one on your Droideka unit.&lt;br /&gt;
&lt;br /&gt;
Linked Targeting Array (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
Long-Range Comlink (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Avoid melee at all costs-&#039;&#039;&#039;.  You don&#039;t even get an attack in melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Range is your best friend-&#039;&#039;&#039;.  Their guns fire at range 1-3 (dealing 1 red and 2 black dice apiece), but have a Fixed: Front facing, meaning very fast units, or ones very close, can avoid its firing arc simply by moving (or getting into melee with you).  In tight spaces, especially with lots of blocking terrain, they aren&#039;t very maneuverable.  Your best bet is to park them somewhere where they can shoot at something without having to waste an action re-positioning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Pivot, Rather Than Move-&#039;&#039;&#039; Moving, even at speed 1, takes you closer to your opponent.  Use pivot, when you can, to rotate 90 degrees, without getting closer.  See above.&lt;br /&gt;
&lt;br /&gt;
In Wheel-mode, they gain Cover 2, essentially giving you heavy cover while you re-position yourself.  In their standard mode, they have Shielded 4, letting you add up to 4 block results while defending against ranged attacks, and Generator 1 allows you to get one of your shield tokens back a round.  If you can get an aim token on them (through nearby B1s with Electrobinoculars or Linked Targeting Array) and have nothing better to do, dodging makes these units even more of a pain to remove from the board.&lt;br /&gt;
&lt;br /&gt;
Droidekas are fast in wheel-mode, but this means that they cannot fire or flip their shield tokens (up or down) on the turn they do this.  Seeing as one unit of Droidekas costs about the same as 2-3 units of B1s, 1-2 units of B2s, or roughly half as much as Grevious or  Dooku, we want to shoot and use their shields as much as possible.&lt;br /&gt;
&lt;br /&gt;
That said, they have the potential to speed around the sides of Heavy units to attack more a vulnerable facing, and can be a distraction for your opponent, because if they aren&#039;t dealt with before they can set up, they can do some damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
Up to 2 Selections&lt;br /&gt;
&lt;br /&gt;
====AAT Trade Federation Battle Tank====&lt;br /&gt;
&#039;&#039;(Currently on Pre-Order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Pilot Upgrade (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-Series Tactical Droid Pilot&#039;&#039; (5 pts.) - Your tank loses &#039;&#039;&#039;AI:Attack&#039;&#039;&#039;, and you gain Field Commander, allowing you to make the tank your commander, after you play a neutral command card, like &#039;&#039;Standing Orders&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lok Durd&#039;&#039; (??? pts.) - Not even sure if he&#039;ll be a pilot, but the pre-order blurb implies he&#039;ll be released with this tank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Ordinance Upgrades (x2 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently Unknown)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Comms Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Since you&#039;re vulnerable to attack from the rear facing, and your main gun has a minimum range of 2, you shouldn&#039;t take this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  Let&#039;s be honest, if you&#039;re issuing an order to this tank, its probably because you want to use it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from &#039;&#039;Aggressive Tactics&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
How best to use the tank goes here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Star Wars]] [[Category:Star Wars: Legion]] [[Category:Star Wars: Legion Tactics]] [[Category: Wargaming Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/CIS&amp;diff=451012</id>
		<title>Star Wars: Legion/Tactics/CIS</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/CIS&amp;diff=451012"/>
		<updated>2019-11-04T05:20:01Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* AAT Trade Federation Battle Tank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
==Why Play The Confederacy of Independent Systems==&lt;br /&gt;
&lt;br /&gt;
For commanders who are too cheap for conscripts.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*No moral obligation to bring your army home alive.&lt;br /&gt;
*Get to say, &amp;quot;Roger Roger,&amp;quot; a lot.&lt;br /&gt;
*[[Tyranids|Synapse]] style shenanigans&lt;br /&gt;
*Most of your units are Immune to suppression.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Jar-Jar Binks can out-think most of your units.&lt;br /&gt;
*I lost &#039;&#039;how many&#039;&#039; models this turn?&lt;br /&gt;
*[[Tyranids|Synapse]] style weaknesses.&lt;br /&gt;
*Your Units &#039;&#039;CAN&#039;&#039; still panic.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
&lt;br /&gt;
1-2 Selections&lt;br /&gt;
&lt;br /&gt;
The focal point of you army they often have game changing abilities.  Currently lacking any cheaper choices.&lt;br /&gt;
&lt;br /&gt;
====General Grevious====&lt;br /&gt;
As a four-armed, lightsaber-wielding, asthmatic cyborg, General Grevious can do a passable blender impression in melee.&lt;br /&gt;
&lt;br /&gt;
At 175 points, he&#039;s a decent chunk of your army.  With 8 wounds and a red defense die, he&#039;s fairly sturdy, but with only 2 courage, he&#039;s prone to &amp;quot;abandon ship&amp;quot; sooner than most commanders.  He also has &#039;&#039;&#039;Block&#039;&#039;&#039;, and &#039;&#039;&#039;Impervious&#039;&#039;&#039;, allowing him to stand toe-to-toe against the amount of focus-fire he&#039;s likely to draw.&lt;br /&gt;
&lt;br /&gt;
Against force-users, &#039;&#039;&#039;Jedi Hunter&#039;&#039;&#039; allows you to convert surge results to a crit - combine this with the &#039;&#039;Tenacity&#039;&#039; (or possibly &#039;&#039;Hunter&#039;&#039;) Training to give him a better chance to deal damage to enemy commanders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless&#039;&#039;&#039; allows you to make an attack after you perform a move action, and coupled with his &#039;&#039;DT-57 &amp;quot;Annihilator&amp;quot;&#039;&#039; pistol, he can dish out 4 dice (2 Black, 2 White) with &#039;&#039;&#039;Critical 1&#039;&#039;&#039; and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; while ducking between terrain.&lt;br /&gt;
&lt;br /&gt;
Speaking of terrain, Grevious has &#039;&#039;&#039;Scale&#039;&#039;&#039;, giving him the ability to make a free clamber maneuver after he moves.  In addition, he gains &#039;&#039;&#039;Unhindered&#039;&#039;&#039; and &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, meaning that Grevious can &amp;lt;s&amp;gt;hide&amp;lt;/s&amp;gt; attack from places most units couldn&#039;t get to easily.  Combined with the above &#039;&#039;&#039;Relentless&#039;&#039;&#039;, this lets you fire from atop cover and retreat behind it in one turn.&lt;br /&gt;
&lt;br /&gt;
His melee weapons consist of two, &amp;quot;Trophy Lightsabers,&amp;quot; which deal 1 Red, 2 Black, and 1 White dice in damage, with &#039;&#039;&#039;Impact 1&#039;&#039;&#039; and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.  Not great, not terrible.&lt;br /&gt;
&lt;br /&gt;
On top of everything else, he&#039;s got &#039;&#039;&#039;Arsenal 2&#039;&#039;&#039;, meaning he gets two attacks in melee, and his DT-57 has &#039;&#039;&#039;Versatile&#039;&#039;&#039;, allowing you to use it in melee, if you like.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Command Upgrades (x2 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.  Combine this with &#039;&#039;Crush Them!&#039;&#039; to try to get at least 2 surge tokens on four of your units.  Really good.  Take this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.  Having one unit equipped with HQ Uplink costs the same, and allows them to get an order even if your General is dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Works great if you have tons of cheap infantry to serve as body guard (and you do), and stacks with his &#039;&#039;Supreme Commander&#039;&#039; card, giving friendly units at range 1 Guardian 3 for one turn, allowing your general to make it into melee unharmed.  Pretty good, in larger point games.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Okay.  We have Coordinate: Droid Trooper and HQ Uplink, though, so we don&#039;t really need this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  Helps make up for our Grievous&#039; pretty low courage value.  For 5 points, it&#039;s well worth it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Training Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Pretty meh for 8 points, and with only 2 Courage, you risk losing an action on your activation, unless you&#039;re also running Strict Orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  Pretty situational.  If you&#039;re getting hit with 2-3 suppression a turn, it might help, but you&#039;re probably doing something wrong.  Better off with Strict Orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded &#039;&#039;trooper&#039;&#039; unit, get 1 free aim token.  Pretty okay, if you&#039;re only going to attack basic troops, but for 2 fewer points, you could take Tenacity, to get an extra red attack die against any unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  No, just no.  Grievous doesn&#039;t even have a ranged weapon that has range 3, so you&#039;re better off taking anything else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a &#039;&#039;melee&#039;&#039; attack, while you are wounded, gain 1 red attack die.  Pretty good, considering your General is likely to draw a lot of fire.  Only works in melee, but that is where he does the most damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Armament Upgrade (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-57 &amp;quot;&#039;&#039;Annihilator&#039;&#039;&amp;quot;&#039;&#039; (12 pts.) - Gives Grievous a ranged attack option with 2 Black and 2 White dice.  Price is a bit high, but this allows his to do &#039;&#039;something&#039;&#039; with Relentless when he can&#039;t/shouldn&#039;t get into melee.  Range 1-2 is meh, but Critical 1 and Pierce 1 is nice.  Versitile lets you use this in melee, in place of one of his lightsabers, if you really need to fish for crits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Crush Them!&#039;&#039; - [General Grievous &amp;amp; 2 Units] - When General Grievous issues an order to a unit, that unit gains 1 surge token for each defeated enemy unit.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Supreme Commander&#039;&#039; - [2 Troopers] - General Grievous gains 1 Surge token for each other friendly trooper at range 1.  While another friendly trooper unit has a faceup order token, it gains Guardian 2, and can use Guardian during a melee attack.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Trained in Your Jedi Arts&#039;&#039; - [General Grievous] - General Grievous gains Disengage, and 1 dodge token.  At the end of his activation, he may perform an attack against each enemy unit at range 1 using the following weapon: (Range 1, Suppressive, Versatile, 1 R, 2 B, 1 W dice)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
How best to use him goes here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Count Dooku====&lt;br /&gt;
&#039;&#039;(Currently on Pre-Order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
He trains people in your Jedi arts.&lt;br /&gt;
&lt;br /&gt;
On the surface, he looks a lot like Luke Skywalker, with Speed 2, 6 wounds, 3 courage, &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;, &#039;&#039;&#039;Deflect&#039;&#039;&#039;, a red defense die and the ability to convert surges to crits.  Don&#039;t be fooled, however, Dooku is a much different &amp;lt;s&amp;gt;animal&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Jedi&amp;lt;/s&amp;gt; Sith.&lt;br /&gt;
&lt;br /&gt;
At 205 points, he&#039;s second only to Emperor Palpatine in terms of cost, making him a pretty expensive Commander, but his &#039;&#039;&#039;Cunning&#039;&#039;&#039; special rule allows you to potentially activate first to help keep your army one step ahead of your opponent.  &#039;&#039;&#039;Master of the Force 2&#039;&#039;&#039; allows twice the space-magic goodness per turn, at the cost of sinking even more points into one unit.&lt;br /&gt;
&lt;br /&gt;
His weapons do not disappoint - Dooku is nearly as potent as Vader in terms of raw dice, dishing out 5 red dice (&#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Pierce 2&#039;&#039;&#039;) with his lightsaber, and at range 1-2, he can do 5 black dice (&#039;&#039;&#039;Pierce 1&#039;&#039;&#039;, &#039;&#039;&#039;Scatter&#039;&#039;&#039;) with his  throw attack.  The &#039;&#039;&#039;Scatter&#039;&#039;&#039; rule on his ranged attack allows you to re-arrange small-base units around their leader (within cohesion), giving your roger-rogers more targets to blast.&lt;br /&gt;
&lt;br /&gt;
Finally, &#039;&#039;&#039;Makashi Master&#039;&#039;&#039; allows you to reduce your Pierce value by 1 on a melee attack ignore &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;.  Puts the hurt on Commanders and Operatives that don&#039;t have good defense, otherwise.  Disgusting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Force Upgrades (x3 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&#039;&#039;(He&#039;s probably a Dark Side user, thought that not confirmed, at the moment.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.  Same points as HQ Uplink, but you can change who&#039;s getting the orders, and it comes from your commander.  Situational, but okay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.  Very nice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.  Very nice.  Save your guys from melee, or pull enemies from behind cover/terrain so your droids can blast &#039;em.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).&lt;br /&gt;
&lt;br /&gt;
This counts as your attack action for the turn, but allows you to throw 3 red dice with Impact 2 and Pierce 2 at someone, instead of using your lighting.  The price is a little high for someone who already has a ranged attack with 5 black dice, Pierce 1 and Scatter for free.  Situational.  If you have this when you use &#039;&#039;Fear, Surprise and Intimidation&#039;&#039; you could use &#039;&#039;both&#039;&#039; weapons at once, and dish out 2 suppression tokens.  Very scary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.  For three points, its pretty good, but Dooku has to &#039;&#039;activate&#039;&#039; that close for it to work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Command Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. Surge increases a B1&#039;s odds to hit by 50%, and doubles their odds of blocking one, when defending. Combine this with Crush Them! to try to get at least 2 surge tokens on four of your units. Really good. Take this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4. Pretty meh. On smaller battlefields, this isn&#039;t even needed. On larger ones, its situational. Having one unit equipped with HQ Uplink costs the same, though, and allows them to get an order even if your General is dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment. Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though. Works great if you have tons of cheap infantry to serve as body guard (and you do).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool. Okay. Sort of works with his &#039;&#039;Double the Fall&#039;&#039; card, if you happen to have a lot of token in the order pool, but between your B1&#039;s, and HQ Uplink, it is situational, at best.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  For 5 points, it&#039;s well worth it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;You Disappoint Me&#039;&#039; - [Count Dooku &amp;amp; 2 Units] - When Count Dooku issues an order to a unit, that unit gains 1 dodge token.  After Count Dooku performs a ranged attack against a trooper unit, he may perform a speed 2 move with that unit.&lt;br /&gt;
&lt;br /&gt;
Hilarious when combined with his lightning&#039;s Scatter ability, and force push.  Drag an enemy unit/commander into the guns of your droids, and away from his troops, or just into Grievous&#039; lightsabers.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Double the Fall&#039;&#039; - [Count Dooku &amp;amp; 1 Unit] - &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Fear, Surprise and Intimidation&#039;&#039; - [Count Dooku] - Count Dooku gains Arsenal 2, Relentless, and all his ranged weapons gain Versatile.  After an attack, each defender gains 2 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
This can be devastating, particularly against units that don&#039;t have a melee weapon.  Normally, they aren&#039;t forced to, &amp;quot;pile in,&amp;quot; and thus when you kill the one you are base-to-base with, the rest can act normally when they activate.  If you go for the unit leader, Scatter on Dooku&#039;s Lightning lets you pull the rest of the unit into melee, too.  Synergizes with the use of Force Push to help move said squads into range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
How best to use him goes here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
====B1 Battle Droids====&lt;br /&gt;
&#039;&#039;&amp;quot;Roger, roger.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your basic infantry squad.  With 1 wound, 1 courage, and white dice for both attack and defense, don&#039;t expect them to do much on their own, but quantity has a quality all its own.  In general, try to build the biggest squads you can, unless you can drop enough extra personnel to pay for another basic squad.  This makes units harder to wipe in one bad round of shooting, in the former, and more targets to you opponent to spread their fire over, in the latter.&lt;br /&gt;
&lt;br /&gt;
AI: Attack forces each squad to make an attack action, if able, before it can do anything else, if it doesn&#039;t have a faceup order token.  This is hardly ever what you want to do first, which means your &#039;bots really start to suffer if your commander is knocked out, but there are ways around this.&lt;br /&gt;
&lt;br /&gt;
Coordinate: Droid Trooper lets you issue an order to a nearby Droid Trooper squad at range one, allowing one order to one of your B1 units to potentially copy+paste orders to most of your army.  Handy.  If you&#039;re concerned about a squad being left out, remember, with so many models in each squad, that range 1 coherence allows you to stretch out pretty far in both directions, at the cost of cover.  If you have better things to do with your orders, or if you think your Commander is going to be too far away (or focused to death quickly), you can equip one squad with HQ Uplink (10 pts.) to still allow your droids to ignore their AI rule.  Long-Range Comlink costs the same, but requires your nominated commander to be alive for you to get your points-worth out of it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Heavy Weapon Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-5C B1 Trooper&#039;&#039; (18 pts.) - Adds a &#039;bot with a machine gun analog &#039;&#039;&#039;-Always-&#039;&#039;&#039; take this if you take nothing else, as its 3 black dice will contribute about the same statistical damage as all &#039;&#039;six&#039;&#039; of your standard troopers put together.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-60R B1 Trooper&#039;&#039; (20 pts.) - Try to guess what the &#039;R&#039; stands for.  Adds a &#039;bot with a rocket launcher, who gets tired when you fire it.  Unsurprisingly, this one is pretty good versus vehicles and things with armor.  1 red and 2 black dice is the most any B1 has the ability to dish out on their own, and Impact 2 allows two of those hits to be crits.  Range 2-4 is, again, good for hunting vehicles so long as they don&#039;t get too close, and the price is fair, considering this one doesn&#039;t have cumbersome.  A solid buy, when the situation calls for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-5S B1 Trooper&#039;&#039; (20 pts.) - Adds a &#039;bot with a sniper rifle.  It can shoot range 1-4, rolls 1 red and 1 white dice, and has Critical 1, to turn hits into crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Radiation Cannon B1 Trooper&#039;&#039; (??? pts.) - Adds a bot with... a radiation cannon.  Has range 1-2, but no word on its damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Personnel Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B1 Battle Droid&#039;&#039; (6 pts.) - Another basic clanker.  Adding one more as a buffer between incoming fire and your E-5C weapon is a good call, if you have nothing better to spend the points on.  If you have a lot of squads, however, consider just taking another basic B1 squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;OOM-Series Battle Droid&#039;&#039; (??? pts.) - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B1 Secruity Droid&#039;&#039; (9 pts.) - Add a Security Droid mini, allowing you to exhaust its card to ignore AI: Attack on the attached unit, until the end of the activation.  For three points more than the regular B1, its an okay way to get around breaks in your command chain, or function for a turn after you commander dies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Comms Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Really bad if your opponent has this equipped to a melee-heavy squad.  Even though our B1s aren&#039;t that good in melee, a squad or two equipped with these in a larger point game can prevent vehicles/elite infantry/Commanders from from getting face-up orders, if you&#039;re willing to sacrifice a minimum of 51 points per squad to accomplish this.  Not useless, but not great, either.  Consider something else, for the points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  This has the potential to allow a unit at the end of your B1 conga-line to still receive orders, but for 5 more points, you could give anything that&#039;s not a Commander HQ Uplink, instead.&lt;br /&gt;
&lt;br /&gt;
You could also arrange your army in such a way that a B1 squad could pass an order to a non-Trooper squad, and still get an order token from another B1 squad through the Coordinate rule. This is pretty niche, and relies on you issuing 2 orders a turn, or else having a B1 squad equipped with HQ Uplink. In the former case, you could potentially save 5 points over taking HQ Uplink, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from &#039;&#039;Aggressive Tactics&#039;&#039;.  Note that this counts as the unit issuing an order to &#039;&#039;itself&#039;&#039; so cards like &#039;&#039;Crush Them!&#039;&#039; don&#039;t apply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Integrated Comms Antenna&#039;&#039; (3 pts.) is a Droid Trooper-only upgrade. Cheaper than Long Range Comlink by 7 points, but instead of, infinite, range on your commander&#039;s orders, you only get range 1-4, which should be plenty, under most circumstances. Somewhat cheaper than giving your commander &#039;&#039;Commanding Presence&#039;&#039; (10 pts.), and more slot efficient, while still having the same range. You could outfit 3 B1 units with this and still save a point over giving Grevious or Dooku the longer range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Gear Upgrades (x0 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.  B1 Battle Droids can ignore this card&#039;s &#039;&#039;Gear&#039;&#039; upgrade icon requirement.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
How best to use them goes here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====B2 Super Battle Droids====&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Very much, &amp;quot;super,&amp;quot; compared to the B1s.  These guys have 2 wounds and 2 courage, a black dice in melee, and a black and a white die on their ranged attacks, but their range in only 1-2, and they still only save on a white die.  &lt;br /&gt;
&lt;br /&gt;
Luckily, they have Armor 1 to soak one hit a round.&lt;br /&gt;
&lt;br /&gt;
Compared to the larger squads of B1s, which can hit 8 models in a single squad, B2s come in groups of 3 by default.  Like their smaller cousins, they aren&#039;t the brightest minds on the battlefield, and get the same AI: Attack rule, along with all its drawbacks.&lt;br /&gt;
&lt;br /&gt;
Unlike the B1s, they lack the ability to copy orders to other squads, meaning B2s are best deployed at the end of a line of B1s to avoid wasting a potential order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Heavy Weapon Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B2-ACM Trooper&#039;&#039; (?? pts.) - Adds a big &#039;bot with a range 1-2 gun that has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B2-HA Trooper&#039;&#039; (?? pts.) - Adds a big &#039;bot with a range 2-3 gun that has 2 red and 1 white dice.  Has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and something called &#039;&#039;&#039;Cycle&#039;&#039;&#039;, but no word on what that does yet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Personnel Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B2 Super Battle Droid&#039;&#039; (16 pts.) - Adds another big &#039;bot to the unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Comms Upgrade (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Really bad if your opponent has this equipped to a melee-heavy squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from &#039;&#039;Aggressive Tactics&#039;&#039;.  Note that this counts as the unit issuing an order to &#039;&#039;itself&#039;&#039; so cards like &#039;&#039;Crush Them!&#039;&#039; don&#039;t apply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Integrated Comms Antenna&#039;&#039; (3 pts.) is a Droid Trooper-only upgrade. Cheaper than Long Range Comlink by 7 points, but instead of, infinite, range on your commander&#039;s orders, you only get range 1-4, which should be plenty, under most circumstances. Somewhat cheaper than giving your commander &#039;&#039;Commanding Presence&#039;&#039; (10 pts.), and more slot efficient, while still having the same range. You could outfit 3 B2 units with this and still save a point over giving Grevious or Dooku the longer range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
Up to 3 Selections&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
Up to 3 Selections.&lt;br /&gt;
&lt;br /&gt;
====Droidekas====&lt;br /&gt;
The biggest drawback about these units might be the fact that you have to build them &#039;&#039;&#039;-twice-&#039;&#039;&#039;, once for wheel-mode, and one for its regular mode.  Seriously, what&#039;s the Wheel Mode token for?&lt;br /&gt;
&lt;br /&gt;
Droidekas excel at defense against ranged attacks.  Out of all the Core units, they are the only ones that convert &#039;&#039;any&#039;&#039; surge results by default, and they do this for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Comms Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Comms Jammer (15 pts.) - Prevents enemy units at range 1 from receiving orders. Really bad if your opponent has this equipped to a melee-heavy squad.  If said squad is getting close enough to your Droidekas for them to use this, you&#039;re doing something wrong.  No, just no.&lt;br /&gt;
&lt;br /&gt;
Comms Relay (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  We have B1s for that, but might have some niche use.&lt;br /&gt;
&lt;br /&gt;
HQ Uplink (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from Aggressive Tactics. Note that this counts as the unit issuing an order to itself so cards like Crush Them! don&#039;t apply. Put one on your Droideka unit.&lt;br /&gt;
&lt;br /&gt;
Linked Targeting Array (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
Long-Range Comlink (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Avoid melee at all costs-&#039;&#039;&#039;.  You don&#039;t even get an attack in melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Range is your best friend-&#039;&#039;&#039;.  Their guns fire at range 1-3 (dealing 1 red and 2 black dice apiece), but have a Fixed: Front facing, meaning very fast units, or ones very close, can avoid its firing arc simply by moving (or getting into melee with you).  In tight spaces, especially with lots of blocking terrain, they aren&#039;t very maneuverable.  Your best bet is to park them somewhere where they can shoot at something without having to waste an action re-positioning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Pivot, Rather Than Move-&#039;&#039;&#039; Moving, even at speed 1, takes you closer to your opponent.  Use pivot, when you can, to rotate 90 degrees, without getting closer.  See above.&lt;br /&gt;
&lt;br /&gt;
In Wheel-mode, they gain Cover 2, essentially giving you heavy cover while you re-position yourself.  In their standard mode, they have Shielded 4, letting you add up to 4 block results while defending against ranged attacks, and Generator 1 allows you to get one of your shield tokens back a round.  If you can get an aim token on them (through nearby B1s with Electrobinoculars or Linked Targeting Array) and have nothing better to do, dodging makes these units even more of a pain to remove from the board.&lt;br /&gt;
&lt;br /&gt;
Droidekas are fast in wheel-mode, but this means that they cannot fire or flip their shield tokens (up or down) on the turn they do this.  Seeing as one unit of Droidekas costs about the same as 2-3 units of B1s, 1-2 units of B2s, or roughly half as much as Grevious or  Dooku, we want to shoot and use their shields as much as possible.&lt;br /&gt;
&lt;br /&gt;
That said, they have the potential to speed around the sides of Heavy units to attack more a vulnerable facing, and can be a distraction for your opponent, because if they aren&#039;t dealt with before they can set up, they can do some damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
Up to 2 Selections&lt;br /&gt;
&lt;br /&gt;
====AAT Trade Federation Battle Tank====&lt;br /&gt;
&#039;&#039;(Currently on Pre-Order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Pilot Upgrade (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-Series Tactical Droid Pilot&#039;&#039; (5 pts.) - Your tank loses AI:Attack, and you gain Field Commander, allowing you to make the tank your commander, after you play a neutral command card, like &#039;&#039;Standing Orders&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lok Durd&#039;&#039; (??? pts.) - Not even sure if he&#039;ll be a pilot, but the pre-order blurb implies he&#039;ll be released with this tank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Ordinance Upgrades (x2 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently Unknown)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Comms Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Since you&#039;re vulnerable to attack from the rear facing, and your main gun has a minimum range of 2, you shouldn&#039;t take this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  Let&#039;s be honest, if you&#039;re issuing an order to this tank, its probably because you want to use it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from &#039;&#039;Aggressive Tactics&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
How best to use the tank goes here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Star Wars]] [[Category:Star Wars: Legion]] [[Category:Star Wars: Legion Tactics]] [[Category: Wargaming Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/CIS&amp;diff=451011</id>
		<title>Star Wars: Legion/Tactics/CIS</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/CIS&amp;diff=451011"/>
		<updated>2019-11-04T05:19:51Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Droidekas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
==Why Play The Confederacy of Independent Systems==&lt;br /&gt;
&lt;br /&gt;
For commanders who are too cheap for conscripts.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*No moral obligation to bring your army home alive.&lt;br /&gt;
*Get to say, &amp;quot;Roger Roger,&amp;quot; a lot.&lt;br /&gt;
*[[Tyranids|Synapse]] style shenanigans&lt;br /&gt;
*Most of your units are Immune to suppression.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Jar-Jar Binks can out-think most of your units.&lt;br /&gt;
*I lost &#039;&#039;how many&#039;&#039; models this turn?&lt;br /&gt;
*[[Tyranids|Synapse]] style weaknesses.&lt;br /&gt;
*Your Units &#039;&#039;CAN&#039;&#039; still panic.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
&lt;br /&gt;
1-2 Selections&lt;br /&gt;
&lt;br /&gt;
The focal point of you army they often have game changing abilities.  Currently lacking any cheaper choices.&lt;br /&gt;
&lt;br /&gt;
====General Grevious====&lt;br /&gt;
As a four-armed, lightsaber-wielding, asthmatic cyborg, General Grevious can do a passable blender impression in melee.&lt;br /&gt;
&lt;br /&gt;
At 175 points, he&#039;s a decent chunk of your army.  With 8 wounds and a red defense die, he&#039;s fairly sturdy, but with only 2 courage, he&#039;s prone to &amp;quot;abandon ship&amp;quot; sooner than most commanders.  He also has &#039;&#039;&#039;Block&#039;&#039;&#039;, and &#039;&#039;&#039;Impervious&#039;&#039;&#039;, allowing him to stand toe-to-toe against the amount of focus-fire he&#039;s likely to draw.&lt;br /&gt;
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Against force-users, &#039;&#039;&#039;Jedi Hunter&#039;&#039;&#039; allows you to convert surge results to a crit - combine this with the &#039;&#039;Tenacity&#039;&#039; (or possibly &#039;&#039;Hunter&#039;&#039;) Training to give him a better chance to deal damage to enemy commanders.&lt;br /&gt;
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&#039;&#039;&#039;Relentless&#039;&#039;&#039; allows you to make an attack after you perform a move action, and coupled with his &#039;&#039;DT-57 &amp;quot;Annihilator&amp;quot;&#039;&#039; pistol, he can dish out 4 dice (2 Black, 2 White) with &#039;&#039;&#039;Critical 1&#039;&#039;&#039; and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; while ducking between terrain.&lt;br /&gt;
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Speaking of terrain, Grevious has &#039;&#039;&#039;Scale&#039;&#039;&#039;, giving him the ability to make a free clamber maneuver after he moves.  In addition, he gains &#039;&#039;&#039;Unhindered&#039;&#039;&#039; and &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, meaning that Grevious can &amp;lt;s&amp;gt;hide&amp;lt;/s&amp;gt; attack from places most units couldn&#039;t get to easily.  Combined with the above &#039;&#039;&#039;Relentless&#039;&#039;&#039;, this lets you fire from atop cover and retreat behind it in one turn.&lt;br /&gt;
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His melee weapons consist of two, &amp;quot;Trophy Lightsabers,&amp;quot; which deal 1 Red, 2 Black, and 1 White dice in damage, with &#039;&#039;&#039;Impact 1&#039;&#039;&#039; and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.  Not great, not terrible.&lt;br /&gt;
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On top of everything else, he&#039;s got &#039;&#039;&#039;Arsenal 2&#039;&#039;&#039;, meaning he gets two attacks in melee, and his DT-57 has &#039;&#039;&#039;Versatile&#039;&#039;&#039;, allowing you to use it in melee, if you like.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;B&amp;gt;Command Upgrades (x2 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
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&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.  Combine this with &#039;&#039;Crush Them!&#039;&#039; to try to get at least 2 surge tokens on four of your units.  Really good.  Take this.&lt;br /&gt;
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&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.  Having one unit equipped with HQ Uplink costs the same, and allows them to get an order even if your General is dead.&lt;br /&gt;
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&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Works great if you have tons of cheap infantry to serve as body guard (and you do), and stacks with his &#039;&#039;Supreme Commander&#039;&#039; card, giving friendly units at range 1 Guardian 3 for one turn, allowing your general to make it into melee unharmed.  Pretty good, in larger point games.&lt;br /&gt;
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&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Okay.  We have Coordinate: Droid Trooper and HQ Uplink, though, so we don&#039;t really need this.&lt;br /&gt;
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&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  Helps make up for our Grievous&#039; pretty low courage value.  For 5 points, it&#039;s well worth it.&lt;br /&gt;
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&amp;lt;B&amp;gt;Training Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
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&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Pretty meh for 8 points, and with only 2 Courage, you risk losing an action on your activation, unless you&#039;re also running Strict Orders.&lt;br /&gt;
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&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  Pretty situational.  If you&#039;re getting hit with 2-3 suppression a turn, it might help, but you&#039;re probably doing something wrong.  Better off with Strict Orders.&lt;br /&gt;
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&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded &#039;&#039;trooper&#039;&#039; unit, get 1 free aim token.  Pretty okay, if you&#039;re only going to attack basic troops, but for 2 fewer points, you could take Tenacity, to get an extra red attack die against any unit.&lt;br /&gt;
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&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  No, just no.  Grievous doesn&#039;t even have a ranged weapon that has range 3, so you&#039;re better off taking anything else.&lt;br /&gt;
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&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a &#039;&#039;melee&#039;&#039; attack, while you are wounded, gain 1 red attack die.  Pretty good, considering your General is likely to draw a lot of fire.  Only works in melee, but that is where he does the most damage.&lt;br /&gt;
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&amp;lt;B&amp;gt;Armament Upgrade (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
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&#039;&#039;DT-57 &amp;quot;&#039;&#039;Annihilator&#039;&#039;&amp;quot;&#039;&#039; (12 pts.) - Gives Grievous a ranged attack option with 2 Black and 2 White dice.  Price is a bit high, but this allows his to do &#039;&#039;something&#039;&#039; with Relentless when he can&#039;t/shouldn&#039;t get into melee.  Range 1-2 is meh, but Critical 1 and Pierce 1 is nice.  Versitile lets you use this in melee, in place of one of his lightsabers, if you really need to fish for crits.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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(3 pip) &#039;&#039;Crush Them!&#039;&#039; - [General Grievous &amp;amp; 2 Units] - When General Grievous issues an order to a unit, that unit gains 1 surge token for each defeated enemy unit.&lt;br /&gt;
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(2 pip) &#039;&#039;Supreme Commander&#039;&#039; - [2 Troopers] - General Grievous gains 1 Surge token for each other friendly trooper at range 1.  While another friendly trooper unit has a faceup order token, it gains Guardian 2, and can use Guardian during a melee attack.&lt;br /&gt;
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(1 pip) &#039;&#039;Trained in Your Jedi Arts&#039;&#039; - [General Grievous] - General Grievous gains Disengage, and 1 dodge token.  At the end of his activation, he may perform an attack against each enemy unit at range 1 using the following weapon: (Range 1, Suppressive, Versatile, 1 R, 2 B, 1 W dice)&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
How best to use him goes here.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====Count Dooku====&lt;br /&gt;
&#039;&#039;(Currently on Pre-Order)&#039;&#039;&lt;br /&gt;
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He trains people in your Jedi arts.&lt;br /&gt;
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On the surface, he looks a lot like Luke Skywalker, with Speed 2, 6 wounds, 3 courage, &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;, &#039;&#039;&#039;Deflect&#039;&#039;&#039;, a red defense die and the ability to convert surges to crits.  Don&#039;t be fooled, however, Dooku is a much different &amp;lt;s&amp;gt;animal&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Jedi&amp;lt;/s&amp;gt; Sith.&lt;br /&gt;
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At 205 points, he&#039;s second only to Emperor Palpatine in terms of cost, making him a pretty expensive Commander, but his &#039;&#039;&#039;Cunning&#039;&#039;&#039; special rule allows you to potentially activate first to help keep your army one step ahead of your opponent.  &#039;&#039;&#039;Master of the Force 2&#039;&#039;&#039; allows twice the space-magic goodness per turn, at the cost of sinking even more points into one unit.&lt;br /&gt;
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His weapons do not disappoint - Dooku is nearly as potent as Vader in terms of raw dice, dishing out 5 red dice (&#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Pierce 2&#039;&#039;&#039;) with his lightsaber, and at range 1-2, he can do 5 black dice (&#039;&#039;&#039;Pierce 1&#039;&#039;&#039;, &#039;&#039;&#039;Scatter&#039;&#039;&#039;) with his  throw attack.  The &#039;&#039;&#039;Scatter&#039;&#039;&#039; rule on his ranged attack allows you to re-arrange small-base units around their leader (within cohesion), giving your roger-rogers more targets to blast.&lt;br /&gt;
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Finally, &#039;&#039;&#039;Makashi Master&#039;&#039;&#039; allows you to reduce your Pierce value by 1 on a melee attack ignore &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;.  Puts the hurt on Commanders and Operatives that don&#039;t have good defense, otherwise.  Disgusting.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;B&amp;gt;Force Upgrades (x3 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&#039;&#039;(He&#039;s probably a Dark Side user, thought that not confirmed, at the moment.)&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.  Same points as HQ Uplink, but you can change who&#039;s getting the orders, and it comes from your commander.  Situational, but okay.&lt;br /&gt;
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&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.  Very nice.&lt;br /&gt;
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&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.  Very nice.  Save your guys from melee, or pull enemies from behind cover/terrain so your droids can blast &#039;em.&lt;br /&gt;
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&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
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&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).&lt;br /&gt;
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This counts as your attack action for the turn, but allows you to throw 3 red dice with Impact 2 and Pierce 2 at someone, instead of using your lighting.  The price is a little high for someone who already has a ranged attack with 5 black dice, Pierce 1 and Scatter for free.  Situational.  If you have this when you use &#039;&#039;Fear, Surprise and Intimidation&#039;&#039; you could use &#039;&#039;both&#039;&#039; weapons at once, and dish out 2 suppression tokens.  Very scary.&lt;br /&gt;
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&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
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&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.  For three points, its pretty good, but Dooku has to &#039;&#039;activate&#039;&#039; that close for it to work.&lt;br /&gt;
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&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
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&amp;lt;B&amp;gt;Command Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
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&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. Surge increases a B1&#039;s odds to hit by 50%, and doubles their odds of blocking one, when defending. Combine this with Crush Them! to try to get at least 2 surge tokens on four of your units. Really good. Take this.&lt;br /&gt;
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&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4. Pretty meh. On smaller battlefields, this isn&#039;t even needed. On larger ones, its situational. Having one unit equipped with HQ Uplink costs the same, though, and allows them to get an order even if your General is dead.&lt;br /&gt;
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&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment. Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though. Works great if you have tons of cheap infantry to serve as body guard (and you do).&lt;br /&gt;
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&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool. Okay. Sort of works with his &#039;&#039;Double the Fall&#039;&#039; card, if you happen to have a lot of token in the order pool, but between your B1&#039;s, and HQ Uplink, it is situational, at best.&lt;br /&gt;
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&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  For 5 points, it&#039;s well worth it.&lt;br /&gt;
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Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;You Disappoint Me&#039;&#039; - [Count Dooku &amp;amp; 2 Units] - When Count Dooku issues an order to a unit, that unit gains 1 dodge token.  After Count Dooku performs a ranged attack against a trooper unit, he may perform a speed 2 move with that unit.&lt;br /&gt;
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Hilarious when combined with his lightning&#039;s Scatter ability, and force push.  Drag an enemy unit/commander into the guns of your droids, and away from his troops, or just into Grievous&#039; lightsabers.&lt;br /&gt;
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(2 pip) &#039;&#039;Double the Fall&#039;&#039; - [Count Dooku &amp;amp; 1 Unit] - &lt;br /&gt;
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(1 pip) &#039;&#039;Fear, Surprise and Intimidation&#039;&#039; - [Count Dooku] - Count Dooku gains Arsenal 2, Relentless, and all his ranged weapons gain Versatile.  After an attack, each defender gains 2 suppression tokens.&lt;br /&gt;
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This can be devastating, particularly against units that don&#039;t have a melee weapon.  Normally, they aren&#039;t forced to, &amp;quot;pile in,&amp;quot; and thus when you kill the one you are base-to-base with, the rest can act normally when they activate.  If you go for the unit leader, Scatter on Dooku&#039;s Lightning lets you pull the rest of the unit into melee, too.  Synergizes with the use of Force Push to help move said squads into range.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
How best to use him goes here.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Operatives===&lt;br /&gt;
TBD&lt;br /&gt;
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===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
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====B1 Battle Droids====&lt;br /&gt;
&#039;&#039;&amp;quot;Roger, roger.&amp;quot;&#039;&#039;&lt;br /&gt;
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Your basic infantry squad.  With 1 wound, 1 courage, and white dice for both attack and defense, don&#039;t expect them to do much on their own, but quantity has a quality all its own.  In general, try to build the biggest squads you can, unless you can drop enough extra personnel to pay for another basic squad.  This makes units harder to wipe in one bad round of shooting, in the former, and more targets to you opponent to spread their fire over, in the latter.&lt;br /&gt;
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AI: Attack forces each squad to make an attack action, if able, before it can do anything else, if it doesn&#039;t have a faceup order token.  This is hardly ever what you want to do first, which means your &#039;bots really start to suffer if your commander is knocked out, but there are ways around this.&lt;br /&gt;
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Coordinate: Droid Trooper lets you issue an order to a nearby Droid Trooper squad at range one, allowing one order to one of your B1 units to potentially copy+paste orders to most of your army.  Handy.  If you&#039;re concerned about a squad being left out, remember, with so many models in each squad, that range 1 coherence allows you to stretch out pretty far in both directions, at the cost of cover.  If you have better things to do with your orders, or if you think your Commander is going to be too far away (or focused to death quickly), you can equip one squad with HQ Uplink (10 pts.) to still allow your droids to ignore their AI rule.  Long-Range Comlink costs the same, but requires your nominated commander to be alive for you to get your points-worth out of it.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;B&amp;gt;Heavy Weapon Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
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&#039;&#039;E-5C B1 Trooper&#039;&#039; (18 pts.) - Adds a &#039;bot with a machine gun analog &#039;&#039;&#039;-Always-&#039;&#039;&#039; take this if you take nothing else, as its 3 black dice will contribute about the same statistical damage as all &#039;&#039;six&#039;&#039; of your standard troopers put together.&lt;br /&gt;
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&#039;&#039;E-60R B1 Trooper&#039;&#039; (20 pts.) - Try to guess what the &#039;R&#039; stands for.  Adds a &#039;bot with a rocket launcher, who gets tired when you fire it.  Unsurprisingly, this one is pretty good versus vehicles and things with armor.  1 red and 2 black dice is the most any B1 has the ability to dish out on their own, and Impact 2 allows two of those hits to be crits.  Range 2-4 is, again, good for hunting vehicles so long as they don&#039;t get too close, and the price is fair, considering this one doesn&#039;t have cumbersome.  A solid buy, when the situation calls for it.&lt;br /&gt;
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&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
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&#039;&#039;E-5S B1 Trooper&#039;&#039; (20 pts.) - Adds a &#039;bot with a sniper rifle.  It can shoot range 1-4, rolls 1 red and 1 white dice, and has Critical 1, to turn hits into crits.&lt;br /&gt;
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&#039;&#039;Radiation Cannon B1 Trooper&#039;&#039; (??? pts.) - Adds a bot with... a radiation cannon.  Has range 1-2, but no word on its damage.&lt;br /&gt;
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&amp;lt;B&amp;gt;Personnel Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
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&#039;&#039;B1 Battle Droid&#039;&#039; (6 pts.) - Another basic clanker.  Adding one more as a buffer between incoming fire and your E-5C weapon is a good call, if you have nothing better to spend the points on.  If you have a lot of squads, however, consider just taking another basic B1 squad.&lt;br /&gt;
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&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
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&#039;&#039;OOM-Series Battle Droid&#039;&#039; (??? pts.) - &lt;br /&gt;
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&#039;&#039;B1 Secruity Droid&#039;&#039; (9 pts.) - Add a Security Droid mini, allowing you to exhaust its card to ignore AI: Attack on the attached unit, until the end of the activation.  For three points more than the regular B1, its an okay way to get around breaks in your command chain, or function for a turn after you commander dies.&lt;br /&gt;
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&amp;lt;B&amp;gt;Comms Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
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&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Really bad if your opponent has this equipped to a melee-heavy squad.  Even though our B1s aren&#039;t that good in melee, a squad or two equipped with these in a larger point game can prevent vehicles/elite infantry/Commanders from from getting face-up orders, if you&#039;re willing to sacrifice a minimum of 51 points per squad to accomplish this.  Not useless, but not great, either.  Consider something else, for the points.&lt;br /&gt;
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&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  This has the potential to allow a unit at the end of your B1 conga-line to still receive orders, but for 5 more points, you could give anything that&#039;s not a Commander HQ Uplink, instead.&lt;br /&gt;
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You could also arrange your army in such a way that a B1 squad could pass an order to a non-Trooper squad, and still get an order token from another B1 squad through the Coordinate rule. This is pretty niche, and relies on you issuing 2 orders a turn, or else having a B1 squad equipped with HQ Uplink. In the former case, you could potentially save 5 points over taking HQ Uplink, though.&lt;br /&gt;
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&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from &#039;&#039;Aggressive Tactics&#039;&#039;.  Note that this counts as the unit issuing an order to &#039;&#039;itself&#039;&#039; so cards like &#039;&#039;Crush Them!&#039;&#039; don&#039;t apply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Integrated Comms Antenna&#039;&#039; (3 pts.) is a Droid Trooper-only upgrade. Cheaper than Long Range Comlink by 7 points, but instead of, infinite, range on your commander&#039;s orders, you only get range 1-4, which should be plenty, under most circumstances. Somewhat cheaper than giving your commander &#039;&#039;Commanding Presence&#039;&#039; (10 pts.), and more slot efficient, while still having the same range. You could outfit 3 B1 units with this and still save a point over giving Grevious or Dooku the longer range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Gear Upgrades (x0 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.  B1 Battle Droids can ignore this card&#039;s &#039;&#039;Gear&#039;&#039; upgrade icon requirement.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
How best to use them goes here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====B2 Super Battle Droids====&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Very much, &amp;quot;super,&amp;quot; compared to the B1s.  These guys have 2 wounds and 2 courage, a black dice in melee, and a black and a white die on their ranged attacks, but their range in only 1-2, and they still only save on a white die.  &lt;br /&gt;
&lt;br /&gt;
Luckily, they have Armor 1 to soak one hit a round.&lt;br /&gt;
&lt;br /&gt;
Compared to the larger squads of B1s, which can hit 8 models in a single squad, B2s come in groups of 3 by default.  Like their smaller cousins, they aren&#039;t the brightest minds on the battlefield, and get the same AI: Attack rule, along with all its drawbacks.&lt;br /&gt;
&lt;br /&gt;
Unlike the B1s, they lack the ability to copy orders to other squads, meaning B2s are best deployed at the end of a line of B1s to avoid wasting a potential order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Heavy Weapon Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B2-ACM Trooper&#039;&#039; (?? pts.) - Adds a big &#039;bot with a range 1-2 gun that has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B2-HA Trooper&#039;&#039; (?? pts.) - Adds a big &#039;bot with a range 2-3 gun that has 2 red and 1 white dice.  Has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and something called &#039;&#039;&#039;Cycle&#039;&#039;&#039;, but no word on what that does yet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Personnel Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;B2 Super Battle Droid&#039;&#039; (16 pts.) - Adds another big &#039;bot to the unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Comms Upgrade (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Really bad if your opponent has this equipped to a melee-heavy squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from &#039;&#039;Aggressive Tactics&#039;&#039;.  Note that this counts as the unit issuing an order to &#039;&#039;itself&#039;&#039; so cards like &#039;&#039;Crush Them!&#039;&#039; don&#039;t apply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Integrated Comms Antenna&#039;&#039; (3 pts.) is a Droid Trooper-only upgrade. Cheaper than Long Range Comlink by 7 points, but instead of, infinite, range on your commander&#039;s orders, you only get range 1-4, which should be plenty, under most circumstances. Somewhat cheaper than giving your commander &#039;&#039;Commanding Presence&#039;&#039; (10 pts.), and more slot efficient, while still having the same range. You could outfit 3 B2 units with this and still save a point over giving Grevious or Dooku the longer range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
Up to 3 Selections&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
Up to 3 Selections.&lt;br /&gt;
&lt;br /&gt;
====Droidekas====&lt;br /&gt;
The biggest drawback about these units might be the fact that you have to build them &#039;&#039;&#039;-twice-&#039;&#039;&#039;, once for wheel-mode, and one for its regular mode.  Seriously, what&#039;s the Wheel Mode token for?&lt;br /&gt;
&lt;br /&gt;
Droidekas excel at defense against ranged attacks.  Out of all the Core units, they are the only ones that convert &#039;&#039;any&#039;&#039; surge results by default, and they do this for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Comms Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Comms Jammer (15 pts.) - Prevents enemy units at range 1 from receiving orders. Really bad if your opponent has this equipped to a melee-heavy squad.  If said squad is getting close enough to your Droidekas for them to use this, you&#039;re doing something wrong.  No, just no.&lt;br /&gt;
&lt;br /&gt;
Comms Relay (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  We have B1s for that, but might have some niche use.&lt;br /&gt;
&lt;br /&gt;
HQ Uplink (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from Aggressive Tactics. Note that this counts as the unit issuing an order to itself so cards like Crush Them! don&#039;t apply. Put one on your Droideka unit.&lt;br /&gt;
&lt;br /&gt;
Linked Targeting Array (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
Long-Range Comlink (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Avoid melee at all costs-&#039;&#039;&#039;.  You don&#039;t even get an attack in melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Range is your best friend-&#039;&#039;&#039;.  Their guns fire at range 1-3 (dealing 1 red and 2 black dice apiece), but have a Fixed: Front facing, meaning very fast units, or ones very close, can avoid its firing arc simply by moving (or getting into melee with you).  In tight spaces, especially with lots of blocking terrain, they aren&#039;t very maneuverable.  Your best bet is to park them somewhere where they can shoot at something without having to waste an action re-positioning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Pivot, Rather Than Move-&#039;&#039;&#039; Moving, even at speed 1, takes you closer to your opponent.  Use pivot, when you can, to rotate 90 degrees, without getting closer.  See above.&lt;br /&gt;
&lt;br /&gt;
In Wheel-mode, they gain Cover 2, essentially giving you heavy cover while you re-position yourself.  In their standard mode, they have Shielded 4, letting you add up to 4 block results while defending against ranged attacks, and Generator 1 allows you to get one of your shield tokens back a round.  If you can get an aim token on them (through nearby B1s with Electrobinoculars or Linked Targeting Array) and have nothing better to do, dodging makes these units even more of a pain to remove from the board.&lt;br /&gt;
&lt;br /&gt;
Droidekas are fast in wheel-mode, but this means that they cannot fire or flip their shield tokens (up or down) on the turn they do this.  Seeing as one unit of Droidekas costs about the same as 2-3 units of B1s, 1-2 units of B2s, or roughly half as much as Grevious or  Dooku, we want to shoot and use their shields as much as possible.&lt;br /&gt;
&lt;br /&gt;
That said, they have the potential to speed around the sides of Heavy units to attack more a vulnerable facing, and can be a distraction for your opponent, because if they aren&#039;t dealt with before they can set up, they can do some damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
Up to 2 Selections&lt;br /&gt;
&lt;br /&gt;
====AAT Trade Federation Battle Tank====&lt;br /&gt;
&#039;&#039;(Currently on Pre-Order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Pilot Upgrade (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-Series Tactical Droid Pilot&#039;&#039; (5 pts.) - Your tank loses AI:Attack, and you gain Field Commander, allowing you to make the tank your commander, after you play a neutral command card, like &#039;&#039;Standing Orders&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lok Durd&#039;&#039; (??? pts.) - Not even sure if he&#039;ll be a pilot, but the pre-order blurb implies he&#039;ll be released with this tank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Ordinance Upgrades (x2 Slots)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently Unknown)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Comms Upgrades (x1 Slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Since you&#039;re vulnerable to attack from the rear facing, and your main gun has a minimum range of 2, you shouldn&#039;t take this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  Let&#039;s be honest, if you&#039;re issuing an order to this tank, its probably because you want to use it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from &#039;&#039;Aggressive Tactics&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain Target 1, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
How best to use the tank goes here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Star Wars]] [[Category:Star Wars: Legion]] [[Category:Star Wars: Legion Tactics]] [[Category: Wargaming Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451769</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451769"/>
		<updated>2019-11-04T05:19:12Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Emperor Palpatine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Demoralize 1&#039;&#039;&#039;, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;&#039;Guardian 1.&#039;&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  You are Range 3-4. Why are there units within Range 1 of you, again?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s situational, but not without merit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  I mean, if your Shoretroopers move away from you, but again, why? &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16&#039;&#039; (22 pts.) - Let me guess; You didn’t take Krennic, but you still want &#039;&#039;&#039;Compel&#039;&#039;&#039;. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper&#039;&#039; (34 pts.) - Range 1-4, two red dice, one white. &#039;&#039;&#039;Impact 1&#039;&#039;&#039;. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the &#039;&#039;&#039;Impact 1&#039;&#039;&#039; fool you, this weapon is not an anti-tank weapon, it’s a anti-infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 suppression for free.  Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did, didn&#039;t you?) then you know a little suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.  Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Probably what you want. Take your full move wherever your go, running and gunning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Technically, this gives your Death Troopers &#039;&#039;&#039;Precise 3&#039;&#039;&#039;.  You really want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher/Focused Fire Config&#039;&#039; (8 pts.) - This gun is actually &#039;&#039;two&#039;&#039; guns, for the price of one.  Neat.  When you recover, you may flip the card from one side to another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Focus Fire Config&#039;&#039; - Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.  Look, it seems nice, until you realize you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.  Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrostaff Guard&#039;&#039; (25 pts.) - Adds a Royal Guard with... an electrostaff.  This mini has to use a melee attack that does 2 black dice.  But, when defending against a melee attack, the unit gains &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451768</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451768"/>
		<updated>2019-11-04T05:18:37Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Imperial Officer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;&#039;Guardian 1.&#039;&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  You are Range 3-4. Why are there units within Range 1 of you, again?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s situational, but not without merit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  I mean, if your Shoretroopers move away from you, but again, why? &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16&#039;&#039; (22 pts.) - Let me guess; You didn’t take Krennic, but you still want &#039;&#039;&#039;Compel&#039;&#039;&#039;. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper&#039;&#039; (34 pts.) - Range 1-4, two red dice, one white. &#039;&#039;&#039;Impact 1&#039;&#039;&#039;. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the &#039;&#039;&#039;Impact 1&#039;&#039;&#039; fool you, this weapon is not an anti-tank weapon, it’s a anti-infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 suppression for free.  Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did, didn&#039;t you?) then you know a little suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.  Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Probably what you want. Take your full move wherever your go, running and gunning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Technically, this gives your Death Troopers &#039;&#039;&#039;Precise 3&#039;&#039;&#039;.  You really want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher/Focused Fire Config&#039;&#039; (8 pts.) - This gun is actually &#039;&#039;two&#039;&#039; guns, for the price of one.  Neat.  When you recover, you may flip the card from one side to another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Focus Fire Config&#039;&#039; - Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.  Look, it seems nice, until you realize you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.  Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrostaff Guard&#039;&#039; (25 pts.) - Adds a Royal Guard with... an electrostaff.  This mini has to use a melee attack that does 2 black dice.  But, when defending against a melee attack, the unit gains &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451767</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451767"/>
		<updated>2019-11-04T05:18:14Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Boba Fett */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  You are Range 3-4. Why are there units within Range 1 of you, again?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s situational, but not without merit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  I mean, if your Shoretroopers move away from you, but again, why? &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16&#039;&#039; (22 pts.) - Let me guess; You didn’t take Krennic, but you still want &#039;&#039;&#039;Compel&#039;&#039;&#039;. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper&#039;&#039; (34 pts.) - Range 1-4, two red dice, one white. &#039;&#039;&#039;Impact 1&#039;&#039;&#039;. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the &#039;&#039;&#039;Impact 1&#039;&#039;&#039; fool you, this weapon is not an anti-tank weapon, it’s a anti-infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 suppression for free.  Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did, didn&#039;t you?) then you know a little suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.  Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Probably what you want. Take your full move wherever your go, running and gunning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Technically, this gives your Death Troopers &#039;&#039;&#039;Precise 3&#039;&#039;&#039;.  You really want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher/Focused Fire Config&#039;&#039; (8 pts.) - This gun is actually &#039;&#039;two&#039;&#039; guns, for the price of one.  Neat.  When you recover, you may flip the card from one side to another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Focus Fire Config&#039;&#039; - Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.  Look, it seems nice, until you realize you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.  Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrostaff Guard&#039;&#039; (25 pts.) - Adds a Royal Guard with... an electrostaff.  This mini has to use a melee attack that does 2 black dice.  But, when defending against a melee attack, the unit gains &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451766</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451766"/>
		<updated>2019-11-04T05:18:00Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Bossk */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  You are Range 3-4. Why are there units within Range 1 of you, again?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s situational, but not without merit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  I mean, if your Shoretroopers move away from you, but again, why? &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16&#039;&#039; (22 pts.) - Let me guess; You didn’t take Krennic, but you still want &#039;&#039;&#039;Compel&#039;&#039;&#039;. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper&#039;&#039; (34 pts.) - Range 1-4, two red dice, one white. &#039;&#039;&#039;Impact 1&#039;&#039;&#039;. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the &#039;&#039;&#039;Impact 1&#039;&#039;&#039; fool you, this weapon is not an anti-tank weapon, it’s a anti-infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 suppression for free.  Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did, didn&#039;t you?) then you know a little suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.  Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Probably what you want. Take your full move wherever your go, running and gunning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Technically, this gives your Death Troopers &#039;&#039;&#039;Precise 3&#039;&#039;&#039;.  You really want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher/Focused Fire Config&#039;&#039; (8 pts.) - This gun is actually &#039;&#039;two&#039;&#039; guns, for the price of one.  Neat.  When you recover, you may flip the card from one side to another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Focus Fire Config&#039;&#039; - Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.  Look, it seems nice, until you realize you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.  Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrostaff Guard&#039;&#039; (25 pts.) - Adds a Royal Guard with... an electrostaff.  This mini has to use a melee attack that does 2 black dice.  But, when defending against a melee attack, the unit gains &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451765</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451765"/>
		<updated>2019-11-04T05:17:20Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Imperial Royal Guards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  You are Range 3-4. Why are there units within Range 1 of you, again?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s situational, but not without merit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  I mean, if your Shoretroopers move away from you, but again, why? &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16&#039;&#039; (22 pts.) - Let me guess; You didn’t take Krennic, but you still want &#039;&#039;&#039;Compel&#039;&#039;&#039;. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper&#039;&#039; (34 pts.) - Range 1-4, two red dice, one white. &#039;&#039;&#039;Impact 1&#039;&#039;&#039;. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the &#039;&#039;&#039;Impact 1&#039;&#039;&#039; fool you, this weapon is not an anti-tank weapon, it’s a anti-infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 suppression for free.  Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did, didn&#039;t you?) then you know a little suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.  Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Probably what you want. Take your full move wherever your go, running and gunning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Technically, this gives your Death Troopers &#039;&#039;&#039;Precise 3&#039;&#039;&#039;.  You really want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher/Focused Fire Config&#039;&#039; (8 pts.) - This gun is actually &#039;&#039;two&#039;&#039; guns, for the price of one.  Neat.  When you recover, you may flip the card from one side to another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Focus Fire Config&#039;&#039; - Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.  Look, it seems nice, until you realize you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.  Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrostaff Guard&#039;&#039; (25 pts.) - Adds a Royal Guard with... an electrostaff.  This mini has to use a melee attack that does 2 black dice.  But, when defending against a melee attack, the unit gains &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451764</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451764"/>
		<updated>2019-11-04T05:17:08Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Scout Troopers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  You are Range 3-4. Why are there units within Range 1 of you, again?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s situational, but not without merit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  I mean, if your Shoretroopers move away from you, but again, why? &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16&#039;&#039; (22 pts.) - Let me guess; You didn’t take Krennic, but you still want &#039;&#039;&#039;Compel&#039;&#039;&#039;. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper&#039;&#039; (34 pts.) - Range 1-4, two red dice, one white. &#039;&#039;&#039;Impact 1&#039;&#039;&#039;. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the &#039;&#039;&#039;Impact 1&#039;&#039;&#039; fool you, this weapon is not an anti-tank weapon, it’s a anti-infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 suppression for free.  Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did, didn&#039;t you?) then you know a little suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.  Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Probably what you want. Take your full move wherever your go, running and gunning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Technically, this gives your Death Troopers &#039;&#039;&#039;Precise 3&#039;&#039;&#039;.  You really want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher/Focused Fire Config&#039;&#039; (8 pts.) - This gun is actually &#039;&#039;two&#039;&#039; guns, for the price of one.  Neat.  When you recover, you may flip the card from one side to another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Focus Fire Config&#039;&#039; - Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.  Look, it seems nice, until you realize you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.  Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrostaff Guard&#039;&#039; (25 pts.) - Adds a Royal Guard with... an electrostaff.  This mini has to use a melee attack that does 2 black dice.  But, when defending against a melee attack, the unit gains &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451763</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451763"/>
		<updated>2019-11-04T05:16:54Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Scout Trooper Strike Team */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  You are Range 3-4. Why are there units within Range 1 of you, again?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s situational, but not without merit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  I mean, if your Shoretroopers move away from you, but again, why? &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16&#039;&#039; (22 pts.) - Let me guess; You didn’t take Krennic, but you still want &#039;&#039;&#039;Compel&#039;&#039;&#039;. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper&#039;&#039; (34 pts.) - Range 1-4, two red dice, one white. &#039;&#039;&#039;Impact 1&#039;&#039;&#039;. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the &#039;&#039;&#039;Impact 1&#039;&#039;&#039; fool you, this weapon is not an anti-tank weapon, it’s a anti-infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 suppression for free.  Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did, didn&#039;t you?) then you know a little suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.  Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Probably what you want. Take your full move wherever your go, running and gunning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Technically, this gives your Death Troopers &#039;&#039;&#039;Precise 3&#039;&#039;&#039;.  You really want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher/Focused Fire Config&#039;&#039; (8 pts.) - This gun is actually &#039;&#039;two&#039;&#039; guns, for the price of one.  Neat.  When you recover, you may flip the card from one side to another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Focus Fire Config&#039;&#039; - Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.  Look, it seems nice, until you realize you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.  Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrostaff Guard&#039;&#039; (25 pts.) - Adds a Royal Guard with... an electrostaff.  This mini has to use a melee attack that does 2 black dice.  But, when defending against a melee attack, the unit gains &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451762</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451762"/>
		<updated>2019-11-04T05:16:38Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Dewback Rider */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  You are Range 3-4. Why are there units within Range 1 of you, again?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s situational, but not without merit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  I mean, if your Shoretroopers move away from you, but again, why? &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16&#039;&#039; (22 pts.) - Let me guess; You didn’t take Krennic, but you still want &#039;&#039;&#039;Compel&#039;&#039;&#039;. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper&#039;&#039; (34 pts.) - Range 1-4, two red dice, one white. &#039;&#039;&#039;Impact 1&#039;&#039;&#039;. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the &#039;&#039;&#039;Impact 1&#039;&#039;&#039; fool you, this weapon is not an anti-tank weapon, it’s a anti-infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 suppression for free.  Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did, didn&#039;t you?) then you know a little suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.  Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Probably what you want. Take your full move wherever your go, running and gunning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Technically, this gives your Death Troopers &#039;&#039;&#039;Precise 3&#039;&#039;&#039;.  You really want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher/Focused Fire Config&#039;&#039; (8 pts.) - This gun is actually &#039;&#039;two&#039;&#039; guns, for the price of one.  Neat.  When you recover, you may flip the card from one side to another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Focus Fire Config&#039;&#039; - Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.  Look, it seems nice, until you realize you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.  Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrostaff Guard&#039;&#039; (25 pts.) - Adds a Royal Guard with... an electrostaff.  This mini has to use a melee attack that does 2 black dice.  But, when defending against a melee attack, the unit gains &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451761</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451761"/>
		<updated>2019-11-04T05:13:57Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Imperial Death Troopers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  You are Range 3-4. Why are there units within Range 1 of you, again?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s situational, but not without merit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  I mean, if your Shoretroopers move away from you, but again, why? &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16&#039;&#039; (22 pts.) - Let me guess; You didn’t take Krennic, but you still want &#039;&#039;&#039;Compel&#039;&#039;&#039;. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper&#039;&#039; (34 pts.) - Range 1-4, two red dice, one white. &#039;&#039;&#039;Impact 1&#039;&#039;&#039;. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the &#039;&#039;&#039;Impact 1&#039;&#039;&#039; fool you, this weapon is not an anti-tank weapon, it’s a anti-infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 suppression for free.  Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did, didn&#039;t you?) then you know a little suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.  Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinal&#039;&#039;&#039;, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Probably what you want. Take your full move wherever your go, running and gunning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Technically, this gives your Death Troopers &#039;&#039;&#039;Precise 3&#039;&#039;&#039;.  You really want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher/Focused Fire Config&#039;&#039; (8 pts.) - This gun is actually &#039;&#039;two&#039;&#039; guns, for the price of one.  Neat.  When you recover, you may flip the card from one side to another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Focus Fire Config&#039;&#039; - Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.  Look, it seems nice, until you realize you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.  Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrostaff Guard&#039;&#039; (25 pts.) - Adds a Royal Guard with... an electrostaff.  This mini has to use a melee attack that does 2 black dice.  But, when defending against a melee attack, the unit gains &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451760</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451760"/>
		<updated>2019-11-04T05:10:33Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Imperial Death Troopers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  You are Range 3-4. Why are there units within Range 1 of you, again?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s situational, but not without merit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  I mean, if your Shoretroopers move away from you, but again, why? &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16&#039;&#039; (22 pts.) - Let me guess; You didn’t take Krennic, but you still want &#039;&#039;&#039;Compel&#039;&#039;&#039;. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper&#039;&#039; (34 pts.) - Range 1-4, two red dice, one white. &#039;&#039;&#039;Impact 1&#039;&#039;&#039;. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the &#039;&#039;&#039;Impact 1&#039;&#039;&#039; fool you, this weapon is not an anti-tank weapon, it’s a anti-infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; Add a Suppression Token during the Apply Dodge and Cover step. Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are Courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; When attacking a wounded trooper unit, gain an Aim Token. If you’re hunting big game, this is worth. Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove a Suppression Token at the end of the Activation Phase. Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did) then you know a little Suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Standby Range is 1-3. Considering three of our guns can reach this range, and our Ready 1 rule, this stacks perfectly. If you took Krennic (you did) use his Deploy the Garrison Command Card to create a kill zone. Just as planned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Probably what you want. Take your full move wherever your go, running and gunning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Technically, this gives your Death Troopers &#039;&#039;&#039;Precise 3&#039;&#039;&#039;.  You really want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher/Focused Fire Config&#039;&#039; (8 pts.) - This gun is actually &#039;&#039;two&#039;&#039; guns, for the price of one.  Neat.  When you recover, you may flip the card from one side to another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Focus Fire Config&#039;&#039; - Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.  Look, it seems nice, until you realize you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.  Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrostaff Guard&#039;&#039; (25 pts.) - Adds a Royal Guard with... an electrostaff.  This mini has to use a melee attack that does 2 black dice.  But, when defending against a melee attack, the unit gains &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451759</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451759"/>
		<updated>2019-11-04T05:07:37Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Imperial Death Troopers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  You are Range 3-4. Why are there units within Range 1 of you, again?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s situational, but not without merit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  I mean, if your Shoretroopers move away from you, but again, why? &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16:&#039;&#039; Let me guess. You didn’t take Krennic, but you still want Compel. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper:&#039;&#039; Range 1-4, two red dice, one white. Impact 1. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the Impact 1 fool you, this weapon is not an anti-tank weapon, it’s a heavy infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; Add a Suppression Token during the Apply Dodge and Cover step. Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are Courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; When attacking a wounded trooper unit, gain an Aim Token. If you’re hunting big game, this is worth. Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove a Suppression Token at the end of the Activation Phase. Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did) then you know a little Suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Standby Range is 1-3. Considering three of our guns can reach this range, and our Ready 1 rule, this stacks perfectly. If you took Krennic (you did) use his Deploy the Garrison Command Card to create a kill zone. Just as planned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Probably what you want. Take your full move wherever your go, running and gunning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Technically, this gives your Death Troopers &#039;&#039;&#039;Precise 3&#039;&#039;&#039;.  You really want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher/Focused Fire Config&#039;&#039; (8 pts.) - This gun is actually &#039;&#039;two&#039;&#039; guns, for the price of one.  Neat.  When you recover, you may flip the card from one side to another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Focus Fire Config&#039;&#039; - Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.  Look, it seems nice, until you realize you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.  Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrostaff Guard&#039;&#039; (25 pts.) - Adds a Royal Guard with... an electrostaff.  This mini has to use a melee attack that does 2 black dice.  But, when defending against a melee attack, the unit gains &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451758</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451758"/>
		<updated>2019-11-04T05:05:33Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Imperial Death Troopers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  You are Range 3-4. Why are there units within Range 1 of you, again?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s situational, but not without merit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  I mean, if your Shoretroopers move away from you, but again, why? &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16:&#039;&#039; Let me guess. You didn’t take Krennic, but you still want Compel. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper:&#039;&#039; Range 1-4, two red dice, one white. Impact 1. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the Impact 1 fool you, this weapon is not an anti-tank weapon, it’s a heavy infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; Add a Suppression Token during the Apply Dodge and Cover step. Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are Courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; When attacking a wounded trooper unit, gain an Aim Token. If you’re hunting big game, this is worth. Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove a Suppression Token at the end of the Activation Phase. Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did) then you know a little Suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Standby Range is 1-3. Considering three of our guns can reach this range, and our Ready 1 rule, this stacks perfectly. If you took Krennic (you did) use his Deploy the Garrison Command Card to create a kill zone. Just as planned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Probably what you want. Take your full move wherever your go, running and gunning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Technically, this gives your Death Troopers &#039;&#039;&#039;Precise 3&#039;&#039;&#039;.  You really want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher/Focused Fire Config&#039;&#039; (8 pts.) - This gun is actually &#039;&#039;two&#039;&#039; guns, for the price of one.  Neat.  When you recover, you may flip the card from one side to another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Focus Fire Config&#039;&#039; - Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Gives you Blast (Ignores Cover), one black dice. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Impact 1, one black dice. Look, it seems nice, until you realise you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Gain Surge to Crit on your attack rolls, one red dice. Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrostaff Guard&#039;&#039; (25 pts.) - Adds a Royal Guard with... an electrostaff.  This mini has to use a melee attack that does 2 black dice.  But, when defending against a melee attack, the unit gains &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451757</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451757"/>
		<updated>2019-11-04T05:00:07Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Scout Trooper Strike Team */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  You are Range 3-4. Why are there units within Range 1 of you, again?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s situational, but not without merit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  I mean, if your Shoretroopers move away from you, but again, why? &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16:&#039;&#039; Let me guess. You didn’t take Krennic, but you still want Compel. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper:&#039;&#039; Range 1-4, two red dice, one white. Impact 1. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the Impact 1 fool you, this weapon is not an anti-tank weapon, it’s a heavy infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; Add a Suppression Token during the Apply Dodge and Cover step. Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are Courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; When attacking a wounded trooper unit, gain an Aim Token. If you’re hunting big game, this is worth. Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove a Suppression Token at the end of the Activation Phase. Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did) then you know a little Suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Standby Range is 1-3. Considering three of our guns can reach this range, and our Ready 1 rule, this stacks perfectly. If you took Krennic (you did) use his Deploy the Garrison Command Card to create a kill zone. Just as planned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Probably what you want. Take your full move wherever your go, running and gunning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Technically, this gives your Death Troopers &#039;&#039;&#039;Precise 3&#039;&#039;&#039;.  You really want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Focused Fire Config:&#039;&#039; Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle. Don’t forget, it Reconfigures in to:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Gives you Blast (Ignores Cover), one black dice. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Impact 1, one black dice. Look, it seems nice, until you realise you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Gain Surge to Crit on your attack rolls, one red dice. Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrostaff Guard&#039;&#039; (25 pts.) - Adds a Royal Guard with... an electrostaff.  This mini has to use a melee attack that does 2 black dice.  But, when defending against a melee attack, the unit gains &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451756</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451756"/>
		<updated>2019-11-04T04:59:46Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Scout Troopers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  You are Range 3-4. Why are there units within Range 1 of you, again?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s situational, but not without merit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  I mean, if your Shoretroopers move away from you, but again, why? &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16:&#039;&#039; Let me guess. You didn’t take Krennic, but you still want Compel. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper:&#039;&#039; Range 1-4, two red dice, one white. Impact 1. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the Impact 1 fool you, this weapon is not an anti-tank weapon, it’s a heavy infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; Add a Suppression Token during the Apply Dodge and Cover step. Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are Courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; When attacking a wounded trooper unit, gain an Aim Token. If you’re hunting big game, this is worth. Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove a Suppression Token at the end of the Activation Phase. Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did) then you know a little Suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Standby Range is 1-3. Considering three of our guns can reach this range, and our Ready 1 rule, this stacks perfectly. If you took Krennic (you did) use his Deploy the Garrison Command Card to create a kill zone. Just as planned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Probably what you want. Take your full move wherever your go, running and gunning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Technically, this gives your Death Troopers &#039;&#039;&#039;Precise 3&#039;&#039;&#039;.  You really want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Focused Fire Config:&#039;&#039; Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle. Don’t forget, it Reconfigures in to:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Gives you Blast (Ignores Cover), one black dice. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Impact 1, one black dice. Look, it seems nice, until you realise you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Gain Surge to Crit on your attack rolls, one red dice. Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrostaff Guard&#039;&#039; (25 pts.) - Adds a Royal Guard with... an electrostaff.  This mini has to use a melee attack that does 2 black dice.  But, when defending against a melee attack, the unit gains &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451755</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451755"/>
		<updated>2019-11-04T04:59:23Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Imperial Royal Guards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  You are Range 3-4. Why are there units within Range 1 of you, again?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s situational, but not without merit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  I mean, if your Shoretroopers move away from you, but again, why? &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16:&#039;&#039; Let me guess. You didn’t take Krennic, but you still want Compel. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper:&#039;&#039; Range 1-4, two red dice, one white. Impact 1. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the Impact 1 fool you, this weapon is not an anti-tank weapon, it’s a heavy infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; Add a Suppression Token during the Apply Dodge and Cover step. Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are Courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; When attacking a wounded trooper unit, gain an Aim Token. If you’re hunting big game, this is worth. Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove a Suppression Token at the end of the Activation Phase. Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did) then you know a little Suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Standby Range is 1-3. Considering three of our guns can reach this range, and our Ready 1 rule, this stacks perfectly. If you took Krennic (you did) use his Deploy the Garrison Command Card to create a kill zone. Just as planned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Probably what you want. Take your full move wherever your go, running and gunning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Technically, this gives your Death Troopers &#039;&#039;&#039;Precise 3&#039;&#039;&#039;.  You really want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Focused Fire Config:&#039;&#039; Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle. Don’t forget, it Reconfigures in to:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Gives you Blast (Ignores Cover), one black dice. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Impact 1, one black dice. Look, it seems nice, until you realise you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Gain Surge to Crit on your attack rolls, one red dice. Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrostaff Guard&#039;&#039; (25 pts.) - Adds a Royal Guard with... an electrostaff.  This mini has to use a melee attack that does 2 black dice.  But, when defending against a melee attack, the unit gains &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451754</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451754"/>
		<updated>2019-11-04T04:58:38Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Imperial Death Troopers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  You are Range 3-4. Why are there units within Range 1 of you, again?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s situational, but not without merit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  I mean, if your Shoretroopers move away from you, but again, why? &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16:&#039;&#039; Let me guess. You didn’t take Krennic, but you still want Compel. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper:&#039;&#039; Range 1-4, two red dice, one white. Impact 1. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the Impact 1 fool you, this weapon is not an anti-tank weapon, it’s a heavy infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; Add a Suppression Token during the Apply Dodge and Cover step. Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are Courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; When attacking a wounded trooper unit, gain an Aim Token. If you’re hunting big game, this is worth. Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove a Suppression Token at the end of the Activation Phase. Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did) then you know a little Suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Standby Range is 1-3. Considering three of our guns can reach this range, and our Ready 1 rule, this stacks perfectly. If you took Krennic (you did) use his Deploy the Garrison Command Card to create a kill zone. Just as planned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Probably what you want. Take your full move wherever your go, running and gunning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Technically, this gives your Death Troopers &#039;&#039;&#039;Precise 3&#039;&#039;&#039;.  You really want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Focused Fire Config:&#039;&#039; Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle. Don’t forget, it Reconfigures in to:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Gives you Blast (Ignores Cover), one black dice. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Impact 1, one black dice. Look, it seems nice, until you realise you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Gain Surge to Crit on your attack rolls, one red dice. Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrostaff Guard&#039;&#039; (25 pts.) - Adds a Royal Guard with... an electrostaff.  This mini has to use a melee attack that does 2 black dice.  But, when defending against a melee attack, the unit gains &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451753</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451753"/>
		<updated>2019-11-04T04:52:46Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Imperial Death Troopers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  You are Range 3-4. Why are there units within Range 1 of you, again?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s situational, but not without merit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  I mean, if your Shoretroopers move away from you, but again, why? &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16:&#039;&#039; Let me guess. You didn’t take Krennic, but you still want Compel. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper:&#039;&#039; Range 1-4, two red dice, one white. Impact 1. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the Impact 1 fool you, this weapon is not an anti-tank weapon, it’s a heavy infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; Add a Suppression Token during the Apply Dodge and Cover step. Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are Courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; When attacking a wounded trooper unit, gain an Aim Token. If you’re hunting big game, this is worth. Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove a Suppression Token at the end of the Activation Phase. Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did) then you know a little Suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Standby Range is 1-3. Considering three of our guns can reach this range, and our Ready 1 rule, this stacks perfectly. If you took Krennic (you did) use his Deploy the Garrison Command Card to create a kill zone. Just as planned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; Hahahaha. Sorry. Hahahaha. You already have Precise 2. You want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Gain Unhindered, so you ignore difficult terrain. Probably what you want. Take your full move wherever your go, running and gunning. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Gain a Speed 1 Scout move. While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Focused Fire Config:&#039;&#039; Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle. Don’t forget, it Reconfigures in to:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Gives you Blast (Ignores Cover), one black dice. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Impact 1, one black dice. Look, it seems nice, until you realise you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Gain Surge to Crit on your attack rolls, one red dice. Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrostaff Guard&#039;&#039; (25 pts.) - Adds a Royal Guard with... an electrostaff.  This mini has to use a melee attack that does 2 black dice.  But, when defending against a melee attack, the unit gains &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451752</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451752"/>
		<updated>2019-11-04T04:50:48Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Imperial Death Troopers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  You are Range 3-4. Why are there units within Range 1 of you, again?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s situational, but not without merit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  I mean, if your Shoretroopers move away from you, but again, why? &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16:&#039;&#039; Let me guess. You didn’t take Krennic, but you still want Compel. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper:&#039;&#039; Range 1-4, two red dice, one white. Impact 1. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the Impact 1 fool you, this weapon is not an anti-tank weapon, it’s a heavy infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; Add a Suppression Token during the Apply Dodge and Cover step. Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are Courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; When attacking a wounded trooper unit, gain an Aim Token. If you’re hunting big game, this is worth. Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove a Suppression Token at the end of the Activation Phase. Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did) then you know a little Suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Standby Range is 1-3. Considering three of our guns can reach this range, and our Ready 1 rule, this stacks perfectly. If you took Krennic (you did) use his Deploy the Garrison Command Card to create a kill zone. Just as planned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; Receive Orders from anywhere on the board. Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; Give an Order to yourself. Exhaustible. A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Pass your Order to another unit at Range 1-2. A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; Hahahaha. Sorry. Hahahaha. You already have Precise 2. You want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Gain Unhindered, so you ignore difficult terrain. Probably what you want. Take your full move wherever your go, running and gunning. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Gain a Speed 1 Scout move. While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Focused Fire Config:&#039;&#039; Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle. Don’t forget, it Reconfigures in to:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Gives you Blast (Ignores Cover), one black dice. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Impact 1, one black dice. Look, it seems nice, until you realise you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Gain Surge to Crit on your attack rolls, one red dice. Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrostaff Guard&#039;&#039; (25 pts.) - Adds a Royal Guard with... an electrostaff.  This mini has to use a melee attack that does 2 black dice.  But, when defending against a melee attack, the unit gains &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451751</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451751"/>
		<updated>2019-11-04T04:49:33Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* DF-90 Mortar Trooper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  You are Range 3-4. Why are there units within Range 1 of you, again?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s situational, but not without merit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  I mean, if your Shoretroopers move away from you, but again, why? &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16:&#039;&#039; Let me guess. You didn’t take Krennic, but you still want Compel. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper:&#039;&#039; Range 1-4, two red dice, one white. Impact 1. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the Impact 1 fool you, this weapon is not an anti-tank weapon, it’s a heavy infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; Add a Suppression Token during the Apply Dodge and Cover step. Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are Courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; When attacking a wounded trooper unit, gain an Aim Token. If you’re hunting big game, this is worth. Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove a Suppression Token at the end of the Activation Phase. Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did) then you know a little Suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Standby Range is 1-3. Considering three of our guns can reach this range, and our Ready 1 rule, this stacks perfectly. If you took Krennic (you did) use his Deploy the Garrison Command Card to create a kill zone. Just as planned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; Receive Orders from anywhere on the board. Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; Give an Order to yourself. Exhaustible. A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Pass your Order to another unit at Range 1-2. A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; Hahahaha. Sorry. Hahahaha. You already have Precise 2. You want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Gain Unhindered, so you ignore difficult terrain. Probably what you want. Take your full move wherever your go, running and gunning. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Gain a Speed 1 Scout move. While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Focused Fire Config:&#039;&#039; Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle. Don’t forget, it Reconfigures in to:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Gives you Blast (Ignores Cover), one black dice. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Impact 1, one black dice. Look, it seems nice, until you realise you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Gain Surge to Crit on your attack rolls, one red dice. Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrostaff Guard&#039;&#039; (25 pts.) - Adds a Royal Guard with... an electrostaff.  This mini has to use a melee attack that does 2 black dice.  But, when defending against a melee attack, the unit gains &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451750</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451750"/>
		<updated>2019-11-04T04:47:11Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Scout Trooper Strike Team */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; You are Range 3-4. Why are there units within Range 1 of you?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; I mean, if your Shoretroopers move away from you, but again, why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s not without merit, if situational.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16:&#039;&#039; Let me guess. You didn’t take Krennic, but you still want Compel. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper:&#039;&#039; Range 1-4, two red dice, one white. Impact 1. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the Impact 1 fool you, this weapon is not an anti-tank weapon, it’s a heavy infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; Add a Suppression Token during the Apply Dodge and Cover step. Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are Courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; When attacking a wounded trooper unit, gain an Aim Token. If you’re hunting big game, this is worth. Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove a Suppression Token at the end of the Activation Phase. Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did) then you know a little Suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Standby Range is 1-3. Considering three of our guns can reach this range, and our Ready 1 rule, this stacks perfectly. If you took Krennic (you did) use his Deploy the Garrison Command Card to create a kill zone. Just as planned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; Receive Orders from anywhere on the board. Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; Give an Order to yourself. Exhaustible. A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Pass your Order to another unit at Range 1-2. A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; Hahahaha. Sorry. Hahahaha. You already have Precise 2. You want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Gain Unhindered, so you ignore difficult terrain. Probably what you want. Take your full move wherever your go, running and gunning. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Gain a Speed 1 Scout move. While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Focused Fire Config:&#039;&#039; Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle. Don’t forget, it Reconfigures in to:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Gives you Blast (Ignores Cover), one black dice. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Impact 1, one black dice. Look, it seems nice, until you realise you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Gain Surge to Crit on your attack rolls, one red dice. Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrostaff Guard&#039;&#039; (25 pts.) - Adds a Royal Guard with... an electrostaff.  This mini has to use a melee attack that does 2 black dice.  But, when defending against a melee attack, the unit gains &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451749</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451749"/>
		<updated>2019-11-04T04:46:01Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* DF-90 Mortar Trooper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; You are Range 3-4. Why are there units within Range 1 of you?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; I mean, if your Shoretroopers move away from you, but again, why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s not without merit, if situational.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16:&#039;&#039; Let me guess. You didn’t take Krennic, but you still want Compel. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper:&#039;&#039; Range 1-4, two red dice, one white. Impact 1. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the Impact 1 fool you, this weapon is not an anti-tank weapon, it’s a heavy infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; Add a Suppression Token during the Apply Dodge and Cover step. Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are Courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; When attacking a wounded trooper unit, gain an Aim Token. If you’re hunting big game, this is worth. Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove a Suppression Token at the end of the Activation Phase. Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did) then you know a little Suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Standby Range is 1-3. Considering three of our guns can reach this range, and our Ready 1 rule, this stacks perfectly. If you took Krennic (you did) use his Deploy the Garrison Command Card to create a kill zone. Just as planned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; Receive Orders from anywhere on the board. Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; Give an Order to yourself. Exhaustible. A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Pass your Order to another unit at Range 1-2. A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; Hahahaha. Sorry. Hahahaha. You already have Precise 2. You want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Gain Unhindered, so you ignore difficult terrain. Probably what you want. Take your full move wherever your go, running and gunning. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Gain a Speed 1 Scout move. While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Focused Fire Config:&#039;&#039; Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle. Don’t forget, it Reconfigures in to:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Gives you Blast (Ignores Cover), one black dice. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Impact 1, one black dice. Look, it seems nice, until you realise you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Gain Surge to Crit on your attack rolls, one red dice. Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrostaff Guard&#039;&#039; (25 pts.) - Adds a Royal Guard with... an electrostaff.  This mini has to use a melee attack that does 2 black dice.  But, when defending against a melee attack, the unit gains &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451748</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451748"/>
		<updated>2019-11-04T04:45:06Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Stormtroopers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; You are Range 3-4. Why are there units within Range 1 of you?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; I mean, if your Shoretroopers move away from you, but again, why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s not without merit, if situational.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16:&#039;&#039; Let me guess. You didn’t take Krennic, but you still want Compel. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper:&#039;&#039; Range 1-4, two red dice, one white. Impact 1. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the Impact 1 fool you, this weapon is not an anti-tank weapon, it’s a heavy infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; Add a Suppression Token during the Apply Dodge and Cover step. Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are Courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; When attacking a wounded trooper unit, gain an Aim Token. If you’re hunting big game, this is worth. Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove a Suppression Token at the end of the Activation Phase. Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did) then you know a little Suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Standby Range is 1-3. Considering three of our guns can reach this range, and our Ready 1 rule, this stacks perfectly. If you took Krennic (you did) use his Deploy the Garrison Command Card to create a kill zone. Just as planned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; Receive Orders from anywhere on the board. Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; Give an Order to yourself. Exhaustible. A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Pass your Order to another unit at Range 1-2. A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; Hahahaha. Sorry. Hahahaha. You already have Precise 2. You want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Gain Unhindered, so you ignore difficult terrain. Probably what you want. Take your full move wherever your go, running and gunning. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Gain a Speed 1 Scout move. While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Focused Fire Config:&#039;&#039; Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle. Don’t forget, it Reconfigures in to:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Gives you Blast (Ignores Cover), one black dice. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Impact 1, one black dice. Look, it seems nice, until you realise you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Gain Surge to Crit on your attack rolls, one red dice. Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrostaff Guard&#039;&#039; (25 pts.) - Adds a Royal Guard with... an electrostaff.  This mini has to use a melee attack that does 2 black dice.  But, when defending against a melee attack, the unit gains &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451747</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451747"/>
		<updated>2019-11-04T04:44:26Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Snowtroopers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; You are Range 3-4. Why are there units within Range 1 of you?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; I mean, if your Shoretroopers move away from you, but again, why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s not without merit, if situational.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16:&#039;&#039; Let me guess. You didn’t take Krennic, but you still want Compel. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper:&#039;&#039; Range 1-4, two red dice, one white. Impact 1. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the Impact 1 fool you, this weapon is not an anti-tank weapon, it’s a heavy infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; Add a Suppression Token during the Apply Dodge and Cover step. Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are Courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; When attacking a wounded trooper unit, gain an Aim Token. If you’re hunting big game, this is worth. Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove a Suppression Token at the end of the Activation Phase. Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did) then you know a little Suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Standby Range is 1-3. Considering three of our guns can reach this range, and our Ready 1 rule, this stacks perfectly. If you took Krennic (you did) use his Deploy the Garrison Command Card to create a kill zone. Just as planned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; Receive Orders from anywhere on the board. Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; Give an Order to yourself. Exhaustible. A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Pass your Order to another unit at Range 1-2. A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; Hahahaha. Sorry. Hahahaha. You already have Precise 2. You want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Gain Unhindered, so you ignore difficult terrain. Probably what you want. Take your full move wherever your go, running and gunning. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Gain a Speed 1 Scout move. While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Focused Fire Config:&#039;&#039; Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle. Don’t forget, it Reconfigures in to:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Gives you Blast (Ignores Cover), one black dice. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Impact 1, one black dice. Look, it seems nice, until you realise you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Gain Surge to Crit on your attack rolls, one red dice. Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrostaff Guard&#039;&#039; (25 pts.) - Adds a Royal Guard with... an electrostaff.  This mini has to use a melee attack that does 2 black dice.  But, when defending against a melee attack, the unit gains &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451746</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451746"/>
		<updated>2019-11-04T04:40:31Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Scout Trooper Strike Team */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; You are Range 3-4. Why are there units within Range 1 of you?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; I mean, if your Shoretroopers move away from you, but again, why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s not without merit, if situational.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16:&#039;&#039; Let me guess. You didn’t take Krennic, but you still want Compel. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper:&#039;&#039; Range 1-4, two red dice, one white. Impact 1. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the Impact 1 fool you, this weapon is not an anti-tank weapon, it’s a heavy infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; Add a Suppression Token during the Apply Dodge and Cover step. Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are Courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; When attacking a wounded trooper unit, gain an Aim Token. If you’re hunting big game, this is worth. Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove a Suppression Token at the end of the Activation Phase. Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did) then you know a little Suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Standby Range is 1-3. Considering three of our guns can reach this range, and our Ready 1 rule, this stacks perfectly. If you took Krennic (you did) use his Deploy the Garrison Command Card to create a kill zone. Just as planned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; Receive Orders from anywhere on the board. Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; Give an Order to yourself. Exhaustible. A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Pass your Order to another unit at Range 1-2. A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; Hahahaha. Sorry. Hahahaha. You already have Precise 2. You want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Gain Unhindered, so you ignore difficult terrain. Probably what you want. Take your full move wherever your go, running and gunning. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Gain a Speed 1 Scout move. While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Focused Fire Config:&#039;&#039; Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle. Don’t forget, it Reconfigures in to:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Gives you Blast (Ignores Cover), one black dice. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Impact 1, one black dice. Look, it seems nice, until you realise you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Gain Surge to Crit on your attack rolls, one red dice. Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrostaff Guard&#039;&#039; (25 pts.) - Adds a Royal Guard with... an electrostaff.  This mini has to use a melee attack that does 2 black dice.  But, when defending against a melee attack, the unit gains &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451745</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451745"/>
		<updated>2019-11-04T04:40:10Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Scout Troopers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; You are Range 3-4. Why are there units within Range 1 of you?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; I mean, if your Shoretroopers move away from you, but again, why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s not without merit, if situational.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16:&#039;&#039; Let me guess. You didn’t take Krennic, but you still want Compel. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper:&#039;&#039; Range 1-4, two red dice, one white. Impact 1. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the Impact 1 fool you, this weapon is not an anti-tank weapon, it’s a heavy infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; Add a Suppression Token during the Apply Dodge and Cover step. Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are Courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; When attacking a wounded trooper unit, gain an Aim Token. If you’re hunting big game, this is worth. Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove a Suppression Token at the end of the Activation Phase. Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did) then you know a little Suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Standby Range is 1-3. Considering three of our guns can reach this range, and our Ready 1 rule, this stacks perfectly. If you took Krennic (you did) use his Deploy the Garrison Command Card to create a kill zone. Just as planned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; Receive Orders from anywhere on the board. Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; Give an Order to yourself. Exhaustible. A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Pass your Order to another unit at Range 1-2. A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; Hahahaha. Sorry. Hahahaha. You already have Precise 2. You want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Gain Unhindered, so you ignore difficult terrain. Probably what you want. Take your full move wherever your go, running and gunning. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Gain a Speed 1 Scout move. While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Focused Fire Config:&#039;&#039; Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle. Don’t forget, it Reconfigures in to:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Gives you Blast (Ignores Cover), one black dice. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Impact 1, one black dice. Look, it seems nice, until you realise you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Gain Surge to Crit on your attack rolls, one red dice. Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrostaff Guard&#039;&#039; (25 pts.) - Adds a Royal Guard with... an electrostaff.  This mini has to use a melee attack that does 2 black dice.  But, when defending against a melee attack, the unit gains &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451744</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451744"/>
		<updated>2019-11-04T04:39:02Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Scout Troopers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; You are Range 3-4. Why are there units within Range 1 of you?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; I mean, if your Shoretroopers move away from you, but again, why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s not without merit, if situational.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16:&#039;&#039; Let me guess. You didn’t take Krennic, but you still want Compel. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper:&#039;&#039; Range 1-4, two red dice, one white. Impact 1. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the Impact 1 fool you, this weapon is not an anti-tank weapon, it’s a heavy infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; Add a Suppression Token during the Apply Dodge and Cover step. Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are Courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; When attacking a wounded trooper unit, gain an Aim Token. If you’re hunting big game, this is worth. Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove a Suppression Token at the end of the Activation Phase. Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did) then you know a little Suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Standby Range is 1-3. Considering three of our guns can reach this range, and our Ready 1 rule, this stacks perfectly. If you took Krennic (you did) use his Deploy the Garrison Command Card to create a kill zone. Just as planned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; Receive Orders from anywhere on the board. Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; Give an Order to yourself. Exhaustible. A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Pass your Order to another unit at Range 1-2. A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; Hahahaha. Sorry. Hahahaha. You already have Precise 2. You want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Gain Unhindered, so you ignore difficult terrain. Probably what you want. Take your full move wherever your go, running and gunning. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Gain a Speed 1 Scout move. While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Focused Fire Config:&#039;&#039; Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle. Don’t forget, it Reconfigures in to:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Gives you Blast (Ignores Cover), one black dice. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Impact 1, one black dice. Look, it seems nice, until you realise you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Gain Surge to Crit on your attack rolls, one red dice. Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrostaff Guard&#039;&#039; (25 pts.) - Adds a Royal Guard with... an electrostaff.  This mini has to use a melee attack that does 2 black dice.  But, when defending against a melee attack, the unit gains &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DLT-19x Sniper&#039;&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5, with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sonic Charge Saboteur&#039;&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action) it does 1 red and 1 black dice, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451743</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451743"/>
		<updated>2019-11-04T04:31:42Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Imperial Royal Guards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; You are Range 3-4. Why are there units within Range 1 of you?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; I mean, if your Shoretroopers move away from you, but again, why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s not without merit, if situational.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16:&#039;&#039; Let me guess. You didn’t take Krennic, but you still want Compel. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper:&#039;&#039; Range 1-4, two red dice, one white. Impact 1. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the Impact 1 fool you, this weapon is not an anti-tank weapon, it’s a heavy infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; Add a Suppression Token during the Apply Dodge and Cover step. Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are Courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; When attacking a wounded trooper unit, gain an Aim Token. If you’re hunting big game, this is worth. Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove a Suppression Token at the end of the Activation Phase. Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did) then you know a little Suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Standby Range is 1-3. Considering three of our guns can reach this range, and our Ready 1 rule, this stacks perfectly. If you took Krennic (you did) use his Deploy the Garrison Command Card to create a kill zone. Just as planned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; Receive Orders from anywhere on the board. Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; Give an Order to yourself. Exhaustible. A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Pass your Order to another unit at Range 1-2. A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; Hahahaha. Sorry. Hahahaha. You already have Precise 2. You want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Gain Unhindered, so you ignore difficult terrain. Probably what you want. Take your full move wherever your go, running and gunning. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Gain a Speed 1 Scout move. While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Focused Fire Config:&#039;&#039; Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle. Don’t forget, it Reconfigures in to:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Gives you Blast (Ignores Cover), one black dice. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Impact 1, one black dice. Look, it seems nice, until you realise you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Gain Surge to Crit on your attack rolls, one red dice. Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrostaff Guard&#039;&#039; (25 pts.) - Adds a Royal Guard with... an electrostaff.  This mini has to use a melee attack that does 2 black dice.  But, when defending against a melee attack, the unit gains &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451742</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451742"/>
		<updated>2019-11-04T04:26:45Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Imperial Royal Guards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; You are Range 3-4. Why are there units within Range 1 of you?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; I mean, if your Shoretroopers move away from you, but again, why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s not without merit, if situational.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16:&#039;&#039; Let me guess. You didn’t take Krennic, but you still want Compel. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper:&#039;&#039; Range 1-4, two red dice, one white. Impact 1. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the Impact 1 fool you, this weapon is not an anti-tank weapon, it’s a heavy infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; Add a Suppression Token during the Apply Dodge and Cover step. Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are Courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; When attacking a wounded trooper unit, gain an Aim Token. If you’re hunting big game, this is worth. Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove a Suppression Token at the end of the Activation Phase. Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did) then you know a little Suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Standby Range is 1-3. Considering three of our guns can reach this range, and our Ready 1 rule, this stacks perfectly. If you took Krennic (you did) use his Deploy the Garrison Command Card to create a kill zone. Just as planned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; Receive Orders from anywhere on the board. Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; Give an Order to yourself. Exhaustible. A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Pass your Order to another unit at Range 1-2. A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; Hahahaha. Sorry. Hahahaha. You already have Precise 2. You want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Gain Unhindered, so you ignore difficult terrain. Probably what you want. Take your full move wherever your go, running and gunning. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Gain a Speed 1 Scout move. While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Focused Fire Config:&#039;&#039; Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle. Don’t forget, it Reconfigures in to:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Gives you Blast (Ignores Cover), one black dice. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Impact 1, one black dice. Look, it seems nice, until you realise you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Gain Surge to Crit on your attack rolls, one red dice. Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451741</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451741"/>
		<updated>2019-11-04T04:26:32Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Scout Troopers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; You are Range 3-4. Why are there units within Range 1 of you?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; I mean, if your Shoretroopers move away from you, but again, why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s not without merit, if situational.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16:&#039;&#039; Let me guess. You didn’t take Krennic, but you still want Compel. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper:&#039;&#039; Range 1-4, two red dice, one white. Impact 1. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the Impact 1 fool you, this weapon is not an anti-tank weapon, it’s a heavy infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; Add a Suppression Token during the Apply Dodge and Cover step. Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are Courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; When attacking a wounded trooper unit, gain an Aim Token. If you’re hunting big game, this is worth. Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove a Suppression Token at the end of the Activation Phase. Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did) then you know a little Suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Standby Range is 1-3. Considering three of our guns can reach this range, and our Ready 1 rule, this stacks perfectly. If you took Krennic (you did) use his Deploy the Garrison Command Card to create a kill zone. Just as planned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; Receive Orders from anywhere on the board. Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; Give an Order to yourself. Exhaustible. A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Pass your Order to another unit at Range 1-2. A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; Hahahaha. Sorry. Hahahaha. You already have Precise 2. You want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Gain Unhindered, so you ignore difficult terrain. Probably what you want. Take your full move wherever your go, running and gunning. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Gain a Speed 1 Scout move. While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Focused Fire Config:&#039;&#039; Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle. Don’t forget, it Reconfigures in to:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Gives you Blast (Ignores Cover), one black dice. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Impact 1, one black dice. Look, it seems nice, until you realise you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Gain Surge to Crit on your attack rolls, one red dice. Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451740</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451740"/>
		<updated>2019-11-04T04:26:10Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Scout Trooper Strike Team */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; You are Range 3-4. Why are there units within Range 1 of you?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; I mean, if your Shoretroopers move away from you, but again, why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s not without merit, if situational.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16:&#039;&#039; Let me guess. You didn’t take Krennic, but you still want Compel. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper:&#039;&#039; Range 1-4, two red dice, one white. Impact 1. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the Impact 1 fool you, this weapon is not an anti-tank weapon, it’s a heavy infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; Add a Suppression Token during the Apply Dodge and Cover step. Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are Courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; When attacking a wounded trooper unit, gain an Aim Token. If you’re hunting big game, this is worth. Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove a Suppression Token at the end of the Activation Phase. Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did) then you know a little Suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Standby Range is 1-3. Considering three of our guns can reach this range, and our Ready 1 rule, this stacks perfectly. If you took Krennic (you did) use his Deploy the Garrison Command Card to create a kill zone. Just as planned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; Receive Orders from anywhere on the board. Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; Give an Order to yourself. Exhaustible. A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Pass your Order to another unit at Range 1-2. A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; Hahahaha. Sorry. Hahahaha. You already have Precise 2. You want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Gain Unhindered, so you ignore difficult terrain. Probably what you want. Take your full move wherever your go, running and gunning. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Gain a Speed 1 Scout move. While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Focused Fire Config:&#039;&#039; Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle. Don’t forget, it Reconfigures in to:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Gives you Blast (Ignores Cover), one black dice. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Impact 1, one black dice. Look, it seems nice, until you realise you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Gain Surge to Crit on your attack rolls, one red dice. Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Really good choice to ensure all of your clones are in cover and are in rage to lend &#039;&#039;&#039;Fire Support&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451739</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451739"/>
		<updated>2019-11-04T04:25:07Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Imperial Royal Guards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; You are Range 3-4. Why are there units within Range 1 of you?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; I mean, if your Shoretroopers move away from you, but again, why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s not without merit, if situational.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16:&#039;&#039; Let me guess. You didn’t take Krennic, but you still want Compel. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper:&#039;&#039; Range 1-4, two red dice, one white. Impact 1. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the Impact 1 fool you, this weapon is not an anti-tank weapon, it’s a heavy infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; Add a Suppression Token during the Apply Dodge and Cover step. Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are Courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; When attacking a wounded trooper unit, gain an Aim Token. If you’re hunting big game, this is worth. Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove a Suppression Token at the end of the Activation Phase. Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did) then you know a little Suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Standby Range is 1-3. Considering three of our guns can reach this range, and our Ready 1 rule, this stacks perfectly. If you took Krennic (you did) use his Deploy the Garrison Command Card to create a kill zone. Just as planned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; Receive Orders from anywhere on the board. Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; Give an Order to yourself. Exhaustible. A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Pass your Order to another unit at Range 1-2. A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; Hahahaha. Sorry. Hahahaha. You already have Precise 2. You want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Gain Unhindered, so you ignore difficult terrain. Probably what you want. Take your full move wherever your go, running and gunning. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Gain a Speed 1 Scout move. While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Focused Fire Config:&#039;&#039; Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle. Don’t forget, it Reconfigures in to:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Gives you Blast (Ignores Cover), one black dice. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Impact 1, one black dice. Look, it seems nice, until you realise you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Gain Surge to Crit on your attack rolls, one red dice. Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451738</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451738"/>
		<updated>2019-11-04T04:24:39Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Scout Troopers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; You are Range 3-4. Why are there units within Range 1 of you?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; I mean, if your Shoretroopers move away from you, but again, why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s not without merit, if situational.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16:&#039;&#039; Let me guess. You didn’t take Krennic, but you still want Compel. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper:&#039;&#039; Range 1-4, two red dice, one white. Impact 1. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the Impact 1 fool you, this weapon is not an anti-tank weapon, it’s a heavy infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; Add a Suppression Token during the Apply Dodge and Cover step. Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are Courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; When attacking a wounded trooper unit, gain an Aim Token. If you’re hunting big game, this is worth. Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove a Suppression Token at the end of the Activation Phase. Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did) then you know a little Suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Standby Range is 1-3. Considering three of our guns can reach this range, and our Ready 1 rule, this stacks perfectly. If you took Krennic (you did) use his Deploy the Garrison Command Card to create a kill zone. Just as planned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; Receive Orders from anywhere on the board. Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; Give an Order to yourself. Exhaustible. A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Pass your Order to another unit at Range 1-2. A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; Hahahaha. Sorry. Hahahaha. You already have Precise 2. You want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Gain Unhindered, so you ignore difficult terrain. Probably what you want. Take your full move wherever your go, running and gunning. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Gain a Speed 1 Scout move. While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Focused Fire Config:&#039;&#039; Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle. Don’t forget, it Reconfigures in to:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Gives you Blast (Ignores Cover), one black dice. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Impact 1, one black dice. Look, it seems nice, until you realise you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Gain Surge to Crit on your attack rolls, one red dice. Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451737</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451737"/>
		<updated>2019-11-04T04:23:56Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Dewback Rider */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; You are Range 3-4. Why are there units within Range 1 of you?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; I mean, if your Shoretroopers move away from you, but again, why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s not without merit, if situational.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16:&#039;&#039; Let me guess. You didn’t take Krennic, but you still want Compel. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper:&#039;&#039; Range 1-4, two red dice, one white. Impact 1. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the Impact 1 fool you, this weapon is not an anti-tank weapon, it’s a heavy infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; Add a Suppression Token during the Apply Dodge and Cover step. Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are Courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; When attacking a wounded trooper unit, gain an Aim Token. If you’re hunting big game, this is worth. Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove a Suppression Token at the end of the Activation Phase. Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did) then you know a little Suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Standby Range is 1-3. Considering three of our guns can reach this range, and our Ready 1 rule, this stacks perfectly. If you took Krennic (you did) use his Deploy the Garrison Command Card to create a kill zone. Just as planned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; Receive Orders from anywhere on the board. Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; Give an Order to yourself. Exhaustible. A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Pass your Order to another unit at Range 1-2. A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; Hahahaha. Sorry. Hahahaha. You already have Precise 2. You want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Gain Unhindered, so you ignore difficult terrain. Probably what you want. Take your full move wherever your go, running and gunning. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Gain a Speed 1 Scout move. While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Focused Fire Config:&#039;&#039; Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle. Don’t forget, it Reconfigures in to:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Gives you Blast (Ignores Cover), one black dice. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Impact 1, one black dice. Look, it seems nice, until you realise you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Gain Surge to Crit on your attack rolls, one red dice. Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451736</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451736"/>
		<updated>2019-11-04T04:23:26Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Scout Trooper Strike Team */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; You are Range 3-4. Why are there units within Range 1 of you?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; I mean, if your Shoretroopers move away from you, but again, why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s not without merit, if situational.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16:&#039;&#039; Let me guess. You didn’t take Krennic, but you still want Compel. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper:&#039;&#039; Range 1-4, two red dice, one white. Impact 1. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the Impact 1 fool you, this weapon is not an anti-tank weapon, it’s a heavy infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; Add a Suppression Token during the Apply Dodge and Cover step. Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are Courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; When attacking a wounded trooper unit, gain an Aim Token. If you’re hunting big game, this is worth. Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove a Suppression Token at the end of the Activation Phase. Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did) then you know a little Suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Standby Range is 1-3. Considering three of our guns can reach this range, and our Ready 1 rule, this stacks perfectly. If you took Krennic (you did) use his Deploy the Garrison Command Card to create a kill zone. Just as planned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; Receive Orders from anywhere on the board. Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; Give an Order to yourself. Exhaustible. A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Pass your Order to another unit at Range 1-2. A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; Hahahaha. Sorry. Hahahaha. You already have Precise 2. You want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Gain Unhindered, so you ignore difficult terrain. Probably what you want. Take your full move wherever your go, running and gunning. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Gain a Speed 1 Scout move. While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Focused Fire Config:&#039;&#039; Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle. Don’t forget, it Reconfigures in to:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Gives you Blast (Ignores Cover), one black dice. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Impact 1, one black dice. Look, it seems nice, until you realise you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Gain Surge to Crit on your attack rolls, one red dice. Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451735</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451735"/>
		<updated>2019-11-04T04:21:21Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Imperial Royal Guards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; You are Range 3-4. Why are there units within Range 1 of you?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; I mean, if your Shoretroopers move away from you, but again, why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s not without merit, if situational.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16:&#039;&#039; Let me guess. You didn’t take Krennic, but you still want Compel. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper:&#039;&#039; Range 1-4, two red dice, one white. Impact 1. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the Impact 1 fool you, this weapon is not an anti-tank weapon, it’s a heavy infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; Add a Suppression Token during the Apply Dodge and Cover step. Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are Courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; When attacking a wounded trooper unit, gain an Aim Token. If you’re hunting big game, this is worth. Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove a Suppression Token at the end of the Activation Phase. Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did) then you know a little Suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Standby Range is 1-3. Considering three of our guns can reach this range, and our Ready 1 rule, this stacks perfectly. If you took Krennic (you did) use his Deploy the Garrison Command Card to create a kill zone. Just as planned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; Receive Orders from anywhere on the board. Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; Give an Order to yourself. Exhaustible. A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Pass your Order to another unit at Range 1-2. A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; Hahahaha. Sorry. Hahahaha. You already have Precise 2. You want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Gain Unhindered, so you ignore difficult terrain. Probably what you want. Take your full move wherever your go, running and gunning. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Gain a Speed 1 Scout move. While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Focused Fire Config:&#039;&#039; Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle. Don’t forget, it Reconfigures in to:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Gives you Blast (Ignores Cover), one black dice. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Impact 1, one black dice. Look, it seems nice, until you realise you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Gain Surge to Crit on your attack rolls, one red dice. Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451734</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451734"/>
		<updated>2019-11-04T04:21:09Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Scout Troopers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
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At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
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&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
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Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
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&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
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&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
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&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
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&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
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&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
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&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
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(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
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*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
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&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
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&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
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&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
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&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
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&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
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&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
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&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; You are Range 3-4. Why are there units within Range 1 of you?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; I mean, if your Shoretroopers move away from you, but again, why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s not without merit, if situational.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16:&#039;&#039; Let me guess. You didn’t take Krennic, but you still want Compel. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper:&#039;&#039; Range 1-4, two red dice, one white. Impact 1. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the Impact 1 fool you, this weapon is not an anti-tank weapon, it’s a heavy infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; Add a Suppression Token during the Apply Dodge and Cover step. Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are Courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; When attacking a wounded trooper unit, gain an Aim Token. If you’re hunting big game, this is worth. Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove a Suppression Token at the end of the Activation Phase. Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did) then you know a little Suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Standby Range is 1-3. Considering three of our guns can reach this range, and our Ready 1 rule, this stacks perfectly. If you took Krennic (you did) use his Deploy the Garrison Command Card to create a kill zone. Just as planned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; Receive Orders from anywhere on the board. Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; Give an Order to yourself. Exhaustible. A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Pass your Order to another unit at Range 1-2. A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; Hahahaha. Sorry. Hahahaha. You already have Precise 2. You want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Gain Unhindered, so you ignore difficult terrain. Probably what you want. Take your full move wherever your go, running and gunning. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Gain a Speed 1 Scout move. While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Focused Fire Config:&#039;&#039; Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle. Don’t forget, it Reconfigures in to:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Gives you Blast (Ignores Cover), one black dice. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Impact 1, one black dice. Look, it seems nice, until you realise you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Gain Surge to Crit on your attack rolls, one red dice. Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451733</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451733"/>
		<updated>2019-11-04T04:20:51Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Scout Trooper Strike Team */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
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&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
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&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
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&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; You are Range 3-4. Why are there units within Range 1 of you?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; I mean, if your Shoretroopers move away from you, but again, why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s not without merit, if situational.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16:&#039;&#039; Let me guess. You didn’t take Krennic, but you still want Compel. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper:&#039;&#039; Range 1-4, two red dice, one white. Impact 1. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the Impact 1 fool you, this weapon is not an anti-tank weapon, it’s a heavy infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; Add a Suppression Token during the Apply Dodge and Cover step. Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are Courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; When attacking a wounded trooper unit, gain an Aim Token. If you’re hunting big game, this is worth. Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove a Suppression Token at the end of the Activation Phase. Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did) then you know a little Suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Standby Range is 1-3. Considering three of our guns can reach this range, and our Ready 1 rule, this stacks perfectly. If you took Krennic (you did) use his Deploy the Garrison Command Card to create a kill zone. Just as planned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; Receive Orders from anywhere on the board. Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; Give an Order to yourself. Exhaustible. A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Pass your Order to another unit at Range 1-2. A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; Hahahaha. Sorry. Hahahaha. You already have Precise 2. You want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Gain Unhindered, so you ignore difficult terrain. Probably what you want. Take your full move wherever your go, running and gunning. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Gain a Speed 1 Scout move. While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Focused Fire Config:&#039;&#039; Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle. Don’t forget, it Reconfigures in to:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Gives you Blast (Ignores Cover), one black dice. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Impact 1, one black dice. Look, it seems nice, until you realise you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Gain Surge to Crit on your attack rolls, one red dice. Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Exhaust this card to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451732</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451732"/>
		<updated>2019-11-04T04:19:13Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Imperial Royal Guards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; You are Range 3-4. Why are there units within Range 1 of you?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; I mean, if your Shoretroopers move away from you, but again, why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s not without merit, if situational.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16:&#039;&#039; Let me guess. You didn’t take Krennic, but you still want Compel. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper:&#039;&#039; Range 1-4, two red dice, one white. Impact 1. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the Impact 1 fool you, this weapon is not an anti-tank weapon, it’s a heavy infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; Add a Suppression Token during the Apply Dodge and Cover step. Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are Courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; When attacking a wounded trooper unit, gain an Aim Token. If you’re hunting big game, this is worth. Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove a Suppression Token at the end of the Activation Phase. Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did) then you know a little Suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Standby Range is 1-3. Considering three of our guns can reach this range, and our Ready 1 rule, this stacks perfectly. If you took Krennic (you did) use his Deploy the Garrison Command Card to create a kill zone. Just as planned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; Receive Orders from anywhere on the board. Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; Give an Order to yourself. Exhaustible. A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Pass your Order to another unit at Range 1-2. A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; Hahahaha. Sorry. Hahahaha. You already have Precise 2. You want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Gain Unhindered, so you ignore difficult terrain. Probably what you want. Take your full move wherever your go, running and gunning. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Gain a Speed 1 Scout move. While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Focused Fire Config:&#039;&#039; Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle. Don’t forget, it Reconfigures in to:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Gives you Blast (Ignores Cover), one black dice. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Impact 1, one black dice. Look, it seems nice, until you realise you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Gain Surge to Crit on your attack rolls, one red dice. Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451731</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451731"/>
		<updated>2019-11-04T04:17:36Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Scout Trooper Strike Team */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; You are Range 3-4. Why are there units within Range 1 of you?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; I mean, if your Shoretroopers move away from you, but again, why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s not without merit, if situational.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16:&#039;&#039; Let me guess. You didn’t take Krennic, but you still want Compel. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper:&#039;&#039; Range 1-4, two red dice, one white. Impact 1. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the Impact 1 fool you, this weapon is not an anti-tank weapon, it’s a heavy infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; Add a Suppression Token during the Apply Dodge and Cover step. Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are Courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; When attacking a wounded trooper unit, gain an Aim Token. If you’re hunting big game, this is worth. Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove a Suppression Token at the end of the Activation Phase. Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did) then you know a little Suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Standby Range is 1-3. Considering three of our guns can reach this range, and our Ready 1 rule, this stacks perfectly. If you took Krennic (you did) use his Deploy the Garrison Command Card to create a kill zone. Just as planned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; Receive Orders from anywhere on the board. Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; Give an Order to yourself. Exhaustible. A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Pass your Order to another unit at Range 1-2. A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; Hahahaha. Sorry. Hahahaha. You already have Precise 2. You want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Gain Unhindered, so you ignore difficult terrain. Probably what you want. Take your full move wherever your go, running and gunning. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Gain a Speed 1 Scout move. While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Focused Fire Config:&#039;&#039; Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle. Don’t forget, it Reconfigures in to:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Gives you Blast (Ignores Cover), one black dice. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Impact 1, one black dice. Look, it seems nice, until you realise you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Gain Surge to Crit on your attack rolls, one red dice. Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451730</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451730"/>
		<updated>2019-11-04T04:15:40Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* Scout Troopers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; You are Range 3-4. Why are there units within Range 1 of you?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; I mean, if your Shoretroopers move away from you, but again, why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s not without merit, if situational.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16:&#039;&#039; Let me guess. You didn’t take Krennic, but you still want Compel. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper:&#039;&#039; Range 1-4, two red dice, one white. Impact 1. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the Impact 1 fool you, this weapon is not an anti-tank weapon, it’s a heavy infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; Add a Suppression Token during the Apply Dodge and Cover step. Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are Courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; When attacking a wounded trooper unit, gain an Aim Token. If you’re hunting big game, this is worth. Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove a Suppression Token at the end of the Activation Phase. Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did) then you know a little Suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Standby Range is 1-3. Considering three of our guns can reach this range, and our Ready 1 rule, this stacks perfectly. If you took Krennic (you did) use his Deploy the Garrison Command Card to create a kill zone. Just as planned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; Receive Orders from anywhere on the board. Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; Give an Order to yourself. Exhaustible. A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Pass your Order to another unit at Range 1-2. A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; Hahahaha. Sorry. Hahahaha. You already have Precise 2. You want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Gain Unhindered, so you ignore difficult terrain. Probably what you want. Take your full move wherever your go, running and gunning. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Gain a Speed 1 Scout move. While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Focused Fire Config:&#039;&#039; Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle. Don’t forget, it Reconfigures in to:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Gives you Blast (Ignores Cover), one black dice. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Impact 1, one black dice. Look, it seems nice, until you realise you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Gain Surge to Crit on your attack rolls, one red dice. Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:14F:80:F680:79AB:7D9D:1C36:EF66</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451729</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=451729"/>
		<updated>2019-11-04T04:12:57Z</updated>

		<summary type="html">&lt;p&gt;2601:14F:80:F680:79AB:7D9D:1C36:EF66: /* 74-Z Speeder Bikes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Empire==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the best vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snails pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of you army they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 200 points he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &#039;&#039;Saber Throw&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers&#039; command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below... &lt;br /&gt;
&lt;br /&gt;
OH! But not only does Krennic bring &#039;&#039;&#039;Compel&#039;&#039;&#039; to the table, but he also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039; which lets you take priority in the event of command card ties.  A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties. &lt;br /&gt;
&lt;br /&gt;
The other trait he has is one seen on emperor pepperoni &#039;&#039;sorry... palpatine... I&#039;ll stop&#039;&#039; is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic&#039;s entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone&#039;s slots are full. Krennic&#039;s Death Troopers however, are quite strong special forces. See below again for more details. &lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Oh yeah, now we&#039;re talking.  Practically an auto-include.  Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  That unit of Stormtroopers who would be suppressed this turn? They’re in the fight automatically. Death Troopers about to crack their pants and run? Not anymore! Don’t think, just do it! Shia LaBeouf would!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of Rogue One, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Each trooper unit gains one suppression token. If it is round 5/6, they gain 2 instead. -- This command card is, in my opinion, the cake that Krennic is built around. The usual composition of a list that includes 2 Death Trooper units. Read below for the insane-ness that is Death Troopers. A very useful card against any lists except for one that includes Darth Vader, and therefore a must have in my opinion.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Units] - Deploy the garrison is my trap card. I love this card. This card issues a standby token to the two units that you nominate. Seems kind of meh, right? Wrong. Wrong. Wrong. Wrong. In the hands of a capable commander, this card is your linchpin. It is the best card Krennic has to offer. You see, in order for a trooper to gain a standby token, it can&#039;t perform an attack action. The rules say nothing for already having a token. Since the token is issued before the unit performs any actions, a smart commander would take two troops (preferably death troopers) run them up into close quarters (or take the over watch training upgrade, which is sometimes incredibly useful) and fire with your squad. THEN when the enemy activates, spend your standby token and fire AGAIN. Or as they say on tatooine, [[awesome]]. Brutal. Brutal. Brutal. This card cannot be exaggerated how powerful it is in the right situation. For more info on why death troopers are the preferred nomination, SEE BELOW BABY.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card (in addition to nominating Krennic face up) at any time, you may look at those tokens, and when you would draw from your random pool, you may instead draw from this pool. -- overall, better than ambush! It breaks ties because it&#039;s a commander specific card, and it gets you (4) possible nominations instead of 1. No other special bonuses, but useful if you think Luke is gonna use his &amp;quot;wham bam alakazam&amp;quot; card that turn, just to get ahead of him a little ;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card to gain a dodge token, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  This counts as you attack action for the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain Demoralize 1, letting you give 1 suppression token to enemy units at range 1-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, its situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first.  Give it an order token from the pool, if it hasn&#039;t already got its own.  If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack, and then the defender gains 1 immobilized token.  Up to 4 attacks a turn (before any other items/abilities)?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points, he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
Ok. Here&#039;s the deal. This card was released with the Clone Wars starter set, and it finds itself being incredibly useful to a certain kind of list. That kind of list is an infantry heavy army. Most units in the imperial army already have offensive surges, and therefore a command card that gives them a different type of surge is... kind of interesting. It provides imperial forces with the defensive surges that they dream of, to give them true flak armour, and it gives out 4 tokens for the price of ten points, every turn. 10 points to give out a potential 4 surge tokens per turn, regardless of range to the commander, is pretty nice. I would recommend taking this every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
Esteemed leader is an interesting card on Veers, due to his Red defense dice, he is more often than not going to be making his saves. however, if your opponent knows just how potent his command cards are, then they may attempt to bring him down as fast as possible. If you have the spare points, and plan on running Veers up with 2 squads of storm troopers (spoiler alert, it&#039;s a good strategy) then this might be a worthwhile investment, especially at only 5 points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
This card is 10 points. Most 10 point upgrade cards you&#039;ll want to build with certain mechanics in mind in order to get the most out of your leader&#039;s buffs. This upgrade card is one of them. For veers, some of his command cards do an excellent job of buffing vehicles, specifically two, and assisting your general army&#039;s advance. If you have this command card, and have a wide diversity of units that need coordination in order to prove effective, this upgrade card comes in handy. Then again, so do two squads outfitted with impact grenades, for the same price. Up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
I mean, it&#039;s 5 points. And if you&#039;re taking a ton of stormtroopers moving up with Veers, it&#039;s not a bad idea. It lets you use your troopers to the maximum if they only have 1 suppression, as it clears them and they are able to function like regular people, and if you worry about high firepower from an opponent, chances are this card will only be useful half of the time. Still, 5 points is a cheap upgrade. If you have room, considering Veers has 2 slots for an upgrade, this isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Now, typically all 3 pip command cards nominate 3 units. So in all honesty, this card is useful when you have taken a ton of suppression on Veers and/or your horde of stormtroopers. Due to the fact that it says you can recover once a unit has been issued an order, it means you can do it on units that can obtain orders from other methods aside from your commander, AND it means vehicles are much less likely to be given your priority for the turn. Use it as you would an assault card, but for infantry only.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (&#039;&#039;&#039;Deflect&#039;&#039;&#039; cannot be used against you).&lt;br /&gt;
&lt;br /&gt;
Great card. Auto include. It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;Guardian 1.&#039;&#039; This will help keep your Officer alive longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Will she be climbing?  Probably not.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  If you expect to be running forward, this will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends an Aim Token,another friendly unit at Range 1-2 may gain an Aim Token. Baller. Stacks beautifully with Veers and the Imperial Officer&#039;s &#039;&#039;Spotter&#039;&#039; rule gives, or Shore Troopers. Note that this card is locked to the Imperial Faction, not the Imperial Officer.  &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle this unit&#039;s Order Token back in to your pool. YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it  all over again? Again, locked to the Imperial Faction, so the Officer is optional.  &lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always. Faction locked, Officer is optional.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 &amp;amp; his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
&lt;br /&gt;
Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, and has 1 red die.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
While good, for 140 points it could be argued how effective this is to take, especially if you&#039;re running an expensive commander like Darth Vader &amp;amp; Emperor Palpatine, or if you want to bring an AT-ST with all the bells and whistles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative alternative take:&#039;&#039;&#039;&lt;br /&gt;
Fett is expensive but upgrade him right and he really will delete almost any units off the board, this guy can cause absolute havoc considering he&#039;s only one model, just be ready to pay for it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although we may need clarification on how this stacks with his &#039;&#039;Enrage&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t knock it, this stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (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.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. A solid buy, if you can make the most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  I can dig it. Gets you in to combat faster. But will it be fast enough?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains and aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free attack action. If you took Tenacity, you’ll be laughing all the way to the bank!&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - Hoo, boy, this one&#039;s complicated.  For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;, allowing him to make an attack (its not clear if its against only one unit, or against every unit in range) at range 1 with 1 red and 1 black die, that ignores cover, and converts surge results to crits.  After a trooper unit defends against this attack, it gains 1 poison token, which causes that unit to take a wound after its activation, and discard the poison token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Currently on Pre-order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Exhaustible. Counts as a free action. Very useful, as there’s no requirement that you actually ‘push’ a unit. Yank those Rebels close to you and strike them down!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - As a free action, gain a Dodge Token. Exhaustible. Practically and auto-include. Stacks amazingly well with Vader’s Deflect Rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. I know you want this. You know you want this. Three red dice, Pierce 3, do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. Another auto-include. The more your opponent wails on Vader, the angrier he gets, and you will love him when he’s angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Choose a non-Commander, non-Operative unit at range 1, they suffer a wound. Exhaustible. This counts as a free action. Can be worthwhile, but you may not get much mileage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinal, making your standby range 1-3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &#039;Veterans&#039; choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their &#039;&#039;Coordinate: Emplacement Troopers&#039;&#039; rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and &#039;&#039;Target 1&#039;&#039; gives them an Aim Token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper:&#039;&#039; Range 1-4, two black dice, two white. Gives you Critical 1 (Convert 1 Surge to a Crit). Expensive, but powerful, i you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer Upgrade:&#039;&#039; Increases your Courage by 1 (to 3), and gives you Inspire 1 (remove a Suppression Token from another unit at Range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid:&#039;&#039; Heal two wounds from non-emplacement troopers at Range 1. If you&#039;re running and gunning with these blokes behind Vader or Papls, this helps. The more expensive the model you heal, the more worth this is. Otherwise, pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician:&#039;&#039; Gives you a Comms Upgrade Slot. If you want a HQ Uplink to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid:&#039;&#039; Repair two wounds, ion, or vehicle damage token on a vehicle within Range 1. Hey, if you have a vehicle, there&#039;s nothing wrong with wanting to keep it alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper:&#039;&#039; It&#039;s another Shoretrooper. If you aren&#039;t taking the T-21B, you want to take this guy. Another ablative wound won&#039;t hurt. You.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; You are Courage 1. Take this to help your guys wet themselves and Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; Gain an Aim Token if you attack a wounded trooper unit. Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove one Suppression Token at the end of the Activation Phase. Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Increases your Standby Range to 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; We don&#039;t have surges and have easy access to Aim Tokens, so an extra reroll isn&#039;t a bad idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Ignoring difficult terrain can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; Nope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Black dice, gives you Blast to ignore cover. They have their uses, and they&#039;re cheap. If you want to get in close, give it some thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Black dice, gives you Impact 1. If you want to hunt tanks, give it a go, but... why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Red dice, gives you Surge to Crit. Considering we don&#039;t have surges to hit, if you want grenades, these are the ones. But again, do you really want to be that close?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The T-21B gives you Range 4, and the DF-90 Mortar will help you through their &#039;&#039;Fire Support&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;Coordinate&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, Overwatch and Targeting Scopes deserve the most consideration. With your E-22&#039;s giving black dice at Range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so Targeting Scopes will assist with making the most of your free Aim Token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; You are Range 3-4. Why are there units within Range 1 of you?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; I mean, if your Shoretroopers move away from you, but again, why?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s not without merit, if situational.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in [[Flak_Armor|armor]] over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is, if you&#039;re not upgrading these guys with targeting scopes and you&#039;re focusing on range then you&#039;re doing something wrong.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep in mind. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16:&#039;&#039; Let me guess. You didn’t take Krennic, but you still want Compel. Somebody else can make the argument for this choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper:&#039;&#039; Range 1-4, two red dice, one white. Impact 1. Now we’re talking. Stacks beautifully with the E-11D Focused Fire Config. Don’t let the Impact 1 fool you, this weapon is not an anti-tank weapon, it’s a heavy infantry gun. Pick a unit, and delete them off the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover:&#039;&#039; Add a Suppression Token during the Apply Dodge and Cover step. Given the fragility of these boys, you won’t go wrong with this. Remember, Suppression increases your cover, so the first time you are shot at, use this to hit the deck. If you took Krennic (you did) use the Strict Orders upgrade you gave him (you did) to get these guys up. Remember, they are Courage 2, so it takes a bit of work to make them Rout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter:&#039;&#039; When attacking a wounded trooper unit, gain an Aim Token. If you’re hunting big game, this is worth. Remember, we reroll four dice when we spend an Aim Token. Wookiees can’t pull your arms out of your sockets if they’re dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity:&#039;&#039; Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance:&#039;&#039; Remove a Suppression Token at the end of the Activation Phase. Considering the amount of fire these guys draw, this isn’t bad, but if you took Krennic (you did) then you know a little Suppression never hurt anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch:&#039;&#039; Standby Range is 1-3. Considering three of our guns can reach this range, and our Ready 1 rule, this stacks perfectly. If you took Krennic (you did) use his Deploy the Garrison Command Card to create a kill zone. Just as planned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer:&#039;&#039; Why are you at Range 1 of an enemy during your opponent’s Order Phase? If you need this, you dun goofed, if you took this, you dun goofed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Range Comlink:&#039;&#039; Receive Orders from anywhere on the board. Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink:&#039;&#039; Give an Order to yourself. Exhaustible. A decent choice, but remember, you get a free Order from Krennic if he’s at Range 1-2 per his Entourage rule. You took Krennic, yes?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay:&#039;&#039; Pass your Order to another unit at Range 1-2. A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes:&#039;&#039; Hahahaha. Sorry. Hahahaha. You already have Precise 2. You want to pay for one more reroll?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks:&#039;&#039; About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear:&#039;&#039; Gain Unhindered, so you ignore difficult terrain. Probably what you want. Take your full move wherever your go, running and gunning. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims:&#039;&#039; An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel:&#039;&#039; Gain a Speed 1 Scout move. While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament x1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Focused Fire Config:&#039;&#039; Range 1-4, Suppressive, one black dice, exhaustible. All of the yes. Stacks perfectly with the DLT-19D. Choose a unit and delete them from the board, even if they stick around, odds are they’re Suppressed, if not Routed. Remember, this isn’t a Heavy Weapon, your entire unit gets this gun, and it is absolutely worth. There’s two ways of using this; Sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. The right balance is somewhere in the middle. Don’t forget, it Reconfigures in to:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher Config:&#039;&#039; Range 1-2, Blast, one red dice, exhaustible. One you have your opponent pinned, this is the killshot. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades x1&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades:&#039;&#039; Gives you Blast (Ignores Cover), one black dice. If only we had a gun that was better. Oh wait, we do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades:&#039;&#039; Impact 1, one black dice. Look, it seems nice, until you realise you’d be within Range 1 of a tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades:&#039;&#039; Gain Surge to Crit on your attack rolls, one red dice. Probably the most worthwhile of the bunch, but honestly, by the time you’re in Range 1, you’ll be using your Grenade Launcher Config anyway. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Did you take Krennic? No? Okay, here&#039;s what you do. Build a time machine, and slap your past self in the face.&lt;br /&gt;
Ahem. I kid. But Krennic takes these guys from awesome, to awesomesauce. A free order, just for hanging out with the dude. He can throw you on Standby for nothing by Deploying the Garrison.&lt;br /&gt;
One thing to bear in mind is that these boys can really run up the points. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. &lt;br /&gt;
Duck and Cover is a good upgrade, assisting your boys with staying alive. Overwatch is great too, again taking advantage of Krennic, and the free Aim Token you get for going on Standby. A Comms Relay Deserves consideration, or Recon Intel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
For 75 points these guys are [[Awesome]] with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they&#039;re [[Awesome]] in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black &amp;amp; red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they&#039;re not an auto-include but they&#039;re definitely useful.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If I owned this model I would fill this in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and they apply suppression to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====AT-ST====&lt;br /&gt;
&lt;br /&gt;
At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
[[Category:Star Wars: Legion Tactics]]&lt;/div&gt;</summary>
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